Oh no, ghosts are approaching the town!
Mayor Wombledon has begged ALFREDO THE GHOUL BANISHER to team up with THE WILY WIZ to protect the town. Can they put aside their differences and work together, or will evil spirits devour the populace?
Controls
- Arrow keys: move
- Z: swap heroes
- Enter/P: pause (level select, volume controls)
- X: next level
Outcomes
- 1 night protected: You have the villagers' sincere gratitude 🙏
- 5 nights protected: The villagers are beginning to hope again 😭
- 10 nights protected: Valiant Heroes 🏆
- 40 nights protected: Local Deity 🤯
Tips
- Alfredo can dig up graves with his fearsome claws.
How do I make the player 2 keys work? I'm trying to make s and f the movement for p2 but it won't work. It's just a little game movement thing. The code is here:
function _init()
position = 63
p = 63
end
function _update()
if btn(➡️) then
position+=1
end
if btn(⬅️) then
position-=1
end
if btn() then
p-=1
end
if btn() then
p+=1
end
end
function _draw()
cls()
spr(1,position,63)
player1score = 0
player2score = 0
player1name = "wooper"
player2name = "quagsire"
print(player1name)
print(player1score)
print(player2name)
print(player2score)
spr(2,p,73)
end



Controls: Arrow keys to move, hold X to dig graves beneath coffins.

The souls of the dearly departed must be laid to rest, grave digger. Dig graves for coffins or risk losing your sanity as the cacophony of the dead swells around you. Be careful not to get lost amongst the tombstones.

Originally made for Ludum Dare 54 and HORRORJAM 2023. Killing two birds with one stone. Horrific!

Version history:





Legend says an ancient blade with the power to banish evil lies in this uninhabited land. Explore mountains, plains, lakes, and caverns in your search for the hidden Shrine of Illusion which guards the blade, and strengthen yourself by seeking out all seven heart containers scattered throughout the land. Godspeed, hero!
Controls
Arrow keys - Move
X button - Search solid tiles above you for secret passages
Entry for Pico1K jam 2023 using <=1024 compressed bytes
https://jadelombax.itch.io/quest-for-the-master-sword
Code:
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Okay, so I've been working on a cart as of late, and it's been really fun! However, I've hit a roadblock and I'm not sure how to overcome it, could I have some help?
So the game I'm making is a little factory game, and I'm currently trying to get conveyor belts working, specifically getting objects to stop when they run into each other.
I have two tables for co-ordinates; one for x-values of objects, and one for y-values. There are some subtables for certain objects, but that's not important.
Basically, my collision function checks those tables, sees if there's anything in the way, and if there isn't, it moves the object forward. However, whenever it checks the tables, it checks the entire X table, and then the entire Y table. So if there's an object that's in the obstruction area in the Y table and a separate object in the X table, the code thinks there's something in the way, and it stops the object.
So the million-dollar question is: Is there a way to have for functions stepped through one at a time, so as to keep the X and Y co-ordinates in sync? Or is there a better way? Let me know if ya'll need clarification or code examples.





You are Beach Sign Cop! Your goal is to remove any rule-breaking beach-goers from the beach so that the occupancy does not go over the limit.
This is my first published PICO-8 game, I created it for Ludum Dare 54 so I can better learn how to make games with it. I hope you all like it! Included on Tab D is a Rust program that I wrote during the compo that encodes images into a lua table that can be decoded and drawn later. It's not perfect (probably should have it as a string so it doesn't eat up all the tokens :L ) but it got the job done for the compo.
Have fun! Please leave feedback if you can :D
Ludum Dare Page: https://ldjam.com/events/ludum-dare/54/you-are-beach-cop-sign







Look, I’m not exactly pleased to be here either, but this much of that green ore is too good to turn up. Yes, the moon is increasingly unstable but carve as much as you can using the rockerizer, get it back to the tele unit and we’re out of here in an hour. Not the time to be asking why we aren’t sending a bot. If we had the money for one we wouldn’t need to be here. It’s a very decent payday.
Your hazard suit will absorb a fair amount of punishment from the molten rock, but the surface instability means it’s leaking between gaps in the ground. Nothing like a bit of motivation eh? It’ll mean your journey back to the TU will be trickier than the outward trek, so use the nano waypoint device to mark a path back. Anything marked will have a bright yellow glow in your HUD just like the TU. It’s got limited juice though, so go easy. Oh yeah, worth saying - just remember that less rock means more lava.
See you in a bit!
x - start/restart game
arrow keys - move
x - mine rock/ore
z/c - mark waypoint on hard rock
Credits:
Made for pico1k game jam by Ben Jones using pico8 in 1023 bytes of compressed code. Raycasting engine based on




In less than 24 hours, the asteroid X-437 Fatalis will collide with Earth, wiping out almost all life. Thousands of rockets are waiting to ferry mankind to the safety of the stars.
You are the captain of one of these vessels. And you have a problem.
There are fifteen people waiting to board... but only six seats left.
Talk to the passengers, then decide who to save and who to leave behind. Some passengers’ fates may change depending on who else you save, so multiple playthroughs are recommended.

= Info =
"Over the Garden Wall (Ep. 1-3)" is a 2D Pico-8 Zelda-inspired adventure game where you play the titular characters introduced to us by Cartoon Network's gem of a mini-series of the same name, Over the Garden Wall. The story spans the first 3 episodes of the show: "The Old Grist Mill", "Hard Times at the Huskin' Bee", & "Schooltown Follies".
This Pico-8 game was completed after on-and-off efforts over 3 years (first commit was Sept '21). The Pico-8 game uses 96.6% of available tokens and 99.99% of the compressed capacity.
= Controls =




Trick or Three
I made this for Halloween 2022 and missed the deadline. Picked it up again a few weeks ago and found a nasty bug. It turned out to be bad code, which I am really good at. I rewrote most of the routines and now it seems to work 😅.
Update #2
Minor overhaul: I updated the cart with some minor fixes:
- new SFX
- new title screen
- deleted some unused stuff
- minor optimization
Update
Added a routine to detect proper gaps all over the cauldron. Apparently I needed a shitty day at work to come up with this.
How to play
Use the arrow keys or d-pad to move around the cauldron. Hold down x, z or any controller button on a tile and move it around the cauldron with the arrow keys or d-pad. Match at least three tiles of the same type to remove them from the cauldron. But beware: Don"t create gaps in the cauldron! They prevent you from moving tiles around the cauldron and will cost you a life. Try to match as many tiles as possible to refill the cauldron.


Jam Version
Post Jam Version


Controls
Use the arrow keys or ESDF to move.
Aim with your mouse and click to shoot.
How to Play
Shoot enemies to increase your combo. As your combo goes up, your space will shrink, and more enemies will spawn. Your bullets can't go outside of your square, so enemies will get dangerously close to you before you can shoot them. You have 3 lives to get the most points you can, so go for the high score, and don't get walled in!


it is not possible to delete the high-memory with one memset-command
poke(0x8000,1) poke(0xffff,1) ?peek(0x8000)--1 ?peek(0xffff)--1 memset(0x8000,2,0x8000) ?peek(0x8000)-- still 1 / should 2 ?peek(0xffff)-- still 1 / should 2 memset(0x8000,2,0x7fff) -- ?peek(0x8000)--2 ?peek(0xffff)--1 |
the first memset is ignored, because 0x8000 is -1




