This prototype was made for Pico-View, a monthly web-zine hosted on NerdyTeachers.com.
This month's prototype is named "Simon's Skull". It is a template for building your own game similar to the original Simon game/toy.
This prototype has a couple interesting features to learn from:
1) Custom Color Palette; using a mix of the default and hidden colors.
2) Game States; A clear separation of the computer's turn and the player's turn.
The game has the same rules as the original, where you listen and watch the buttons being played by Simon (the computer) and then you have to repeat them back in the same order. Use the arrow keys to play the pattern. We added our own theme to the game by making it look like a skull and crossbones and that can be taken farther such as using this as a minigame for unlocking chests in a main pirate themed game.
Hello everyone!
This is my first Pico-8 game!
Description
Survive an ever worsening rain storm for as long as possible. Some droplets will react to the players inputs... stay on your toes and get the highest score possible!
Dev's Thoughts
I had a lot of fun making this game and learning the engine. Completed it in a weekend. Now that I've made this game I feel I have a much better idea of how to organize a project - this one got pretty messy even though it is fairly simple. On my next project I hope to explore the sound editor a bit more, not very happy with the sounds here. Overall I had a lot of fun and think the game turned out pretty fun for a quick play. Let me know what you think!









My First Cartridge
Teaching myself PICO-8, I remade an old Mac screensaver that I used to find mesmerizing. This is by no means a valid physics simulation, but feels just real enough to be fun.
Thanks to freds72 and Felice for the antialiasing and musurca for the fast distance approximation.






Working on my first non-tutorial project that I actually can see myself finishing :) Liar's Dice isn't the most original game idea, but at least it's not tic-tac-toe.
So far, things I've struggled with the most have been trying to get disparate UI elements to center correctly with mixed colors, and trying to massage control flow between states. A lot of things need to be communicated after the player (or, in the future the AI for opponents) calls "liar", and for now I'm just setting a lot of hard-coded wait
values that feel right, but I wonder whether it will get annoying to sit through the resolutions every time rather than being able to skip it?
I'm really happy with the dice animation so far, I think it's turned out really well. I also worked on a slow "dead man's chest" music track, but I'm not convinced it's long enough to not get annoying since it's really only 8 bars long.

Made for the 20 Second Game Jam. See the game's submission page!
Use your oddly jar-shaped mallet to fling Tomorrow toward the end of the level and whack Krikz the robot before the timer runs out! There are 5 optional sandwiches to collect throughout the stage.
Mastering the controls and learning the level layout will be essential to completing it in time, especially so if you wish to collect all of the sandwiches as well.
To make the game more accessible, there is an alternative mode with timer pickups scattered through the stage, and another with no time limit at all. Though, these modes do go against the jam's limitation, hence being optional. Think of them as "exploration aids" to help you learn the stage and determine a route through with a more relaxed time limit, while you attempt to reach the under 20 seconds mark.





My Pico-8 interpretation of the 1980 Gremlin/Sega arcade game and the various console ports.
How to Play
Shoot everything until you run out of bullets!
Controls
[X] - Fire
Thanks To
- @IndieGamerChick for her review of the original (a game that I'd never once thought of remaking): https://indiegamerchick.com/2023/01/05/carnival/
Version History
- 0.80 - 24-Nov-2023 - Released


This is the demo of my latest game: Oust. It has the first 12 asteroids of the full game and a final 13th one, unique to the demo.
Fly your ship within the hollow asteroids of Corvus to retrieve precious, glowing Clystron orbs and yellow jump-suited prisoners. Deliver them to green transmitters that will beam them away to safety.
Destroy the security systems that seem to have spun out of control and search for the keycards needed to access deeper areas beyond your insertion point. It's believed that there is a store of advanced Nova weaponry somewhere in the facility that you may be able to utilise.
Controls

The full game is uploaded on itch now:










Rogue Abyss
Explore an endless labyrinth of ever increasing difficulty. Stay alive, amass treasure, and power up while avoiding monsters and traps around every corner.
Controls
Default control scheme:
Up - Walk forward
Down - Walk backwards
Left - Walk left
Right - Walk right
X - Turn left
O - Turn right
Optional mouse turning on desktop
Alternate control scheme: (Selectable in the pause menu)
Up - Walk forward
Down - Walk backwards
Left - Turn left
Right - Turn right
X - Walk left
O - Walk right
Credits
Developed by Kevin Hammer
3D engine: Mot's Wolf3D Engine https://www.lexaloffle.com/bbs/?tid=41315
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