HI! im making a little demo inspired by old terminals and i had this idea that you can see the character's reflection in terminal screen. however, if i draw the reflection before anything else, it covers the reflection, and if i place it after, well, the reflection now obstructs everything else.
So the idea is to looks something like this:
so i remembered a few carts that did same trickery of layering colors without obstruction, but with new color in result. fair enough, i found this cart on Zep's ambassador page.






Includes QoL features like:
-the first move cannot lead to a game over.
-the ability to reveal all tile cells around the selected one using double LMB or LMB+RMB
-the ability to change the number of mines before the start of the game
1.1 update:
-added button controls
Hello everybody,
I am new to Pico8, but I realized that it’s an incredible world that I didn’t expected! Just wanted to say hi and to congratulate with the community for the high-end work with the cartridges, and of course with Zep for this Incredible project!
Hopefully, I will do something interesting with Pico8.
Keep up the good work!
I'm new to Pico-8 and game dev. I've been following a YouTube tutorial (Nerdy Teachers) and mostly everything works (the cam gets funky on the right side of the map but that's a different issue). What's killing me is the animation works for jumping, falling (I omitted sliding because I wasn't interested in it) and running right, but when the character moves left the animation is stuck on idle. I added debugging code to print the running variable and it's "true" when facing right but "false" when facing left. The code for movement is simple and the same for left and right, at least in regards to setting the "running" variable. I just can't figure out why it works for right but not for left. Am I missing something obvious? Code below.
Tab 1:
--player
function spawn_player()
plr={
sp=1,
x=59,
y=59,
w=8,
h=8,
flp=false,
dx=0,
dy=0,
max_dx=2,
max_dy=3,
acc=0.5,
boost=4,
anim=0,
running=false,


Hello everyone, I've been working on an RPG prototype and polishing it a bit, and here is the result.
The game features 4 types of enemies with different attacks, and the player can perform 4 types of attacks, 2 of which are unlockable.
Below is a description of the enemies and the player's attacks.
Player Attacks
- Sword: Deals regular damage and does not use MP.
- Hammer: Deals 10 more damage than the sword but uses MP.
- Healing Flash: Restores 50 HP and consumes MP.
- MP Extractor: Deals little damage but recovers MP.
Enemies
- Skeleton: Has 3 attacks with varying damage amounts.
- Vampire: Has one moderately weak attack and one that drains your MP.

A remake of the last 3 levels of Celeste from an earlier version.
How did I do it?
1 day before Celeste was released, Noel Berry made a post on his Pico-8 account. It was a bug report for some random bug in the map editior. Anyways, in this, there was a gif showcasing the bug. However, in Pico-8, the bottom half of the map is stored in Sprite Data for some reason. Noel showed Tab-3 of the sprites, which holds 3 levels. These are all early versions of final levels. Anyways, I recreated this pixel-for-pixel, and got this!
Welcome,this is a beta version of my very own Celeste mod, GeKeste. It has a few levels so far, and a new mechanic! This mechanic changes the entire gameplay of Celeste, and now you MUST collect all berries, if you don't, then you can't progress through the stage. Now there is a working story for this game, however I will not share it until this game is finished, until the next version releases, see ya!
Oh yeah and of course, credits go to Matt Thorson and Noel Berry. Enjoy!