Pitch
Evil DJ pinguins stole christmas presents for an early party! As a member of the "Get Out And Get Back These Presents" force, your task is to get things in order quick!
note: game has a single daily level, same for everyone!
How To Play
left/right: rotate
up/down: forward/backward
x+left/right: strafe
c: jump
Credits:
To-Do List
1.Player Upgrade Module(Completed)
2.Boss Implementation(Completed)
3.Implement ~10 Different Enemies(5 implemented,Lower priority for now)
4.Victory and Results Screen
5.Design ~10 Levels with Progressive Difficulty
Achieved mainly through adjusting the monster ratio and quantity in different levels
6.Create a Cool Boss Death Animation
7.Implement a cool boss death animation
8.Balance Game’s Stats
9.Bug Fixes
Known bugs to fix:
Boss doesn't deal collision damage to the player
Game restart doesn’t properly initialize some variables
Incorrectly awarding experience to the player when clearing monsters at the end of a level
Holding the attack button and entering the upgrade screen automatically selects the default option and exits
Damage reduction stat is not functioning correctly (consider removing it)
10.Ongoing Improvements
Optimize sound effects and animations
Improve boss bullet pattern generation logic
Building on last week’s progress, some of the original plans have been adjusted. The goal of implementing 10 different types of monsters and a boss has been temporarily postponed. This is because I decided to focus on implementing a battle mode similar to Vampire Survivors, which made developing the player attribute system a top priority. Currently, a pause function has been implemented, allowing the player to view attributes and return to the main menu during pause. The implemented player attributes include: max energy, attack power, attack cooldown, movement speed, crit rate, crit damage, and energy regeneration per second.
In addition, the experience and leveling system has been implemented. The plan is to show 3 random upgrade options each time the player levels up (this feature is not yet implemented).
Regarding enemy behavior, two additional types of enemy logic have been implemented. The first is a charging enemy that hovers in the air at a chosen spot and, after a short time, charges toward the player, dealing significant damage. The second is a shielded enemy, which generates on both sides of the screen, moves back and forth at a certain height, and occasionally enters a defensive state to block damage for its allies. The next steps include expanding the enemy types, improving the upgrade selection AI, and adding appropriate effects and sounds to enhance the current monster behaviors. The next monster I plan to make is an explosive enemy that charges at the player and explodes upon contact. If the player kills it beforehand, the explosion will damage nearby enemies. Additionally, I plan to create about three types of enemies that shoot different kinds of bullet patterns.
this was based off of a dream i had.
the dream was of a sokoban like game.
you couldn't move the boxes like normal though.
you could only move them like you can in this game.
your goal is to squish all the red blocks. : you can not squish stacks of blocks.
the name is a play on words of "maneki-neko".
publishing this quick, i have a new project i need to focus on.
controls
z - land
x - reset cart
arrow keys - move crow
find links to this project and others on this website -> church basement website
test program for the mouse
(this has a krillion shortcuts in it so beware)
left to draw right to set col to 0 (erase) middle to erase all hold ❎ and left to set bg 🅾️ to undo ❎ and 🅾️ to undo last size steps ❎ and ⬆️/⬇️ to change size by 5 tab to increment layer ❎ and tab to decrement hold q to only show current layer |

I’ve recently been diving deeper into the world of PICO-8, and I’m excited to share some of the mini games I’ve created along the way. As a game developer, I’ve always loved working with limitations, and PICO-8 offers the perfect balance of simplicity and creativity. It’s been an incredible experience building small, fun, and quirky games within its 128x128 canvas.
My latest project is a simple platformer that combines fast-paced movement with puzzle-solving mechanics. The goal was to create something that feels nostalgic while introducing a few new twists. You can check it out [here] (insert link to your game).
If you’re new to PICO-8, I highly recommend diving into its documentation and exploring the community's creations. There’s so much you can do with just 32k of memory! Whether you're a beginner or an experienced developer, it’s a fantastic tool for experimenting with game ideas and learning new techniques.
Feel free to give feedback or share your own projects! Let’s keep pushing the boundaries of what we can create with PICO-8!
Bought it for windows, installed it and all I get is a command prompt like screen saying type HELP??? is this how you run the program with commands? if so can I have my money back? looked around the internet could not find any tutorials for windows. which is understandably being it is more for handhelds but I thought their would at least be one. anyway just venting some frustration.


Weekly Work Summary
Following last week’s completion of enemy death animations and effects, this week’s focus was on diversifying enemy types and implementing a basic level progression system. Currently, enemy data is stored in an array, and different types of enemies are generated randomly using a pool based on level data. Each enemy has unique size, collision box, health, and animations, making the addition of new enemy types simpler going forward.
Objectives and Vision
After thoughtful consideration over the week, a clear vision for the game’s final form has emerged. To enhance replayability, I plan to introduce roguelike mechanics inspired by Slay the Spire. A randomly generated map will guide players through various nodes, such as chests, events, battles, and rest points, where they can gain incremental power-ups. In battle, inspired by survivor-type games, players will aim to defeat as many enemies as possible within a set time to earn gold, experience, and rewards, strengthening themselves to face the boss. To prevent linear stat growth, the game will incorporate level-ups for stat gains, and rewards and relics for mechanical enhancements, ultimately challenging players to defeat the boss within the time limit for a successful roguelike run.


after ufo 50 any creators on here have a really big opportunity to emulate concepts used there or at least be inspired by the quality and quantity of great pixel art content over there. pico 8 games get picked up in popularity all the time, and theres nothing stopping anyone from uploading or reusing content from here to keep working into a demo or even early access, the skies the limit and idk what im talking about but its been more than a month without any reference to such a huge project for vintage/pixel art gaming.

Until now,I have finished the collisions of my player,enemies and the bullets.I made a debug function to draw those collisions.It's looks good.
Now,it is actually a game which can play by someone else.But it has only one enemy,no skills,almost no animation,no plot,no goal,no score.It is not fun at all.
That's what i want to do next.I want to make it more like a roguelike game which like Brotato or Vampire Survivors.
This type is a litte flooded. But it is suitable for a little STG game. I actually have some ideas,I hope it will be
fun,