Part of the 2024 Pico-8 Advent Calendar.
Roll your snowball down the mountain. Make it as big as possible by the time it reaches the bottom. Who can make the biggest snowball? Post your best scores below...
How to Play
Steer your snowball as it rolls down the mountain. It collects snow and gets bigger as it rolls through the snow. It loses snow when it hits an obstacle or rolls over bare ground. You can jump over low obstacles and go under trees without damage if your snowball is very small. Moguls will launch your snowball into the air. You cannot steer when in the air, and don't collect snow, so time your jumps carefully.
You are scored by the size of your snowball when you reach the bottom of the mountain.
Your progress down the mountain and current size of your snowball are shown at the top of the screen.
Collect presents to get a temporary power-ups:
- Heavy: Your ball will squash moguls. The snow from the mogul will be added to your snowball.
- Ghost: You pass through obstacles without damage. Your ball is semi-transparent while in ghost mode.
- Slow-mo: Your ball travels more slowly. This makes it easier to avoid obstacles and and gives you more time to pick up snow.
- Sticky: Your ball collects snow faster.
Your ball emits magical sparkles while a power-up is active.
Controls
left/right: steer
🅾️ or ❎: jump



Hello, everyone! I'm back with another Quick 'N' Dirty cart!
This time, I've put together a little planet generation and rendering system I'm looking to use in a bigger project. From the cart's intro comments:
This is a very very work-in progress planet generator. I'm not (yet) going for huge amounts of complexity or variation in my texture generator. Rather, right now, I'm working to make as *performant* a planet generator and renderer as I reasonably can. To generate terrain, I'm using the diamond-square algorithm to rende a 64x128 pixel heightmap on the bottom half of the sprite sheet, which is mapped to the bottom half of the PICO-8 map. To help ensure that we're not impacting performance, I've added some break logic to the rendering routine that lets us stop processing once we hit a certain CPU threshold, spreading the work across a few frames. This is fast enough that planets render in well under a second, even with the added overhead of the break logic. Of note here is that planet generation is entirely deterministic and stems from a single seed value. If you want to build a galaxy of planets, all you need to do is store a number per planet and re-render them on the fly. To render, I'm relying on tline to draw a linearly-banded UV map that reads from the bottom half of PICO-8's map and draws a series of horizontal tlines across the unit circle. At higher rotation rates, this is very obviously not an accurate way to draw a sphere, but it *is* a blazingly *fast* way to do it, and at slow enough rotation rates, it's good enough to fool the casual observer. Rendering times increase as the planet grows, but even when the planet takes up most of the screen it only eats about 30% of the standard update cycle's CPU time. Future improvements will be focused on adding some good variety to the planets being generated, along with features like polar regions and wind/precipitation-based biome coloring. |
Arrow keys to zoom and control the speed of rotation; O/Z to generate a new planet.
Have fun!



Caverns of Dark Adventure is a traditional roguelike for PICO-8. You've become lost in an unknown cave system while collecting luma crystals for your village elder. Gather more luma crystals to light your way and escape the dangerous caverns!
Use the directional buttons to move. To ascend a passage or pick up an item, press X. To attack a creature or harvest luma crystals, move in their direction. To wait a turn, press X. To wait until fully healed, hold O and press X. To view your inventory, hold O and press up. On the inventory screen: To select an item, press up/down. To equip, unequip, or use an item, press X. To drop an item (if unequipped), press right. To return to the main screen, press O. For more information see the manual:
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Make perfect snowflakes and listen to lovely holiday music
Created for the 2024 PICO-8 Advent Calendar
Thanks to @bikibird for organizing the Calendar and providing feedback
P.S. If you'd like to use any of the music from this cart, let me know and I can post the songs separately -- songs 2 and 3 are buried in spritesheet/map data so a bit hard to get at.











A Blob Journey
Is a puzzle platformer with a pinch of Sokoban
Help Blu to accomplish his initiatory journey throught the Volcano, you'll need thinking and reflexes !
- 30 levels
- just one button to do all the actions
- portals, switchs, doors ...
- a lot of gems to collect
- find secret passages
- compare your highscores with other players
- speedrun.com challenge (soon)
- the first 17 levels are like a progressive tutorial, the following are more challenging !
More levels to come, stay tuned...
Your comments are very welcomed, game ballance, game mechanics, gfx, sound, music... 🙏
Manual :
Can Someone please tell me if its even possible to get the spritesheet into a png image.
doesn't have to be png can be any format that can be somehow formated to a png.
I cant even find the gfx file on my file Explorer (not the picotron one, the real one).
The only way I know, would be to make a screenshot of the map where all the tiles are, but is this really the only way?.
thanks in advance



Previous versions and demos of climb celeste
If you have found this without playing the original climb celeste mod, here is the current version:
https://www.lexaloffle.com/bbs/?tid=146011
DEMO CARTS:
v0.3 (6 berries)
v0.2 (2 berries)
v0.1 (2 berries, the same cart as 0.2, just a different name)
Hi everyone,
I would like to call functions within a table from within a for loop. The type of loop I want to use is as follows;
for x=#enemy,1,-1 do enemy.restoreenemybg[x]() end |
No matter what combination I try, I just can't get it to work.
FYI - The reason I'm using this type of for loop is because I need to loop in reverse. The following version doesn't allow this.
for e in all(enemy) |
I would really appreciate any help on this.
Many thanks,



To-Do List
1.Player Upgrade Module (Completed)
2.Boss Implementation(Completed)
3.Implement ~10 Different Enemies
Lower priority for now, continue refining the implemented enemies
4.Victory and Results Screen(Ideas are in place, but not yet implemented)
5.Design ~10 Levels with Progressive Difficulty
Initially planned for 10 levels, now planning for 5 levels, with adjustments to the monster ratio and quantity in different levels
6.Create a Cool Boss Death Animation(Completed)
7.Balance Game’s Stats
Properly balance all game stats
Bug Fixes
Known bugs fixed:
1.Player still took damage from bullets during invincibility period (Fixed)
2.Boss did not deal collision damage to the player (Fixed)
3.Game restart didn’t properly initialize some variables
4.Incorrectly awarding experience to the player when clearing monsters at the end of a level (Fixed)
5.Holding the attack button and entering the upgrade screen automatically selected the default option and exited (Fixed)
Old Man Winter and Santa Claus have been feuding all year. It started with yard signs and then things escalated. Now OMW is blowing up a big storm on Christmas Eve!
You, Jack Frost, must blow away the snow so that Santa can get out and make his deliveries.
Controls
Controls are simple. Just use 🅾️ (Z key on computer keyboard) to blow a puff air. This propels jack backward and changes the air currents to redirect the snow, hopefully away from Santa's house.
Credits
Art, SFX, music and coding by @bikibird
with easing functions borrowed from https://www.lexaloffle.com/bbs/?tid=40577
and tline rotation borrowed from