Description
Early prototype of marine environment simulation.
Features so far:
- controllable squid
- animation using palette swaps
- shrimp and fish have idle, hungry and hunting states
- auto eat shrimp and fish
- wall collisions
- The Orca enemy boat patrols for now (but does nothing else)
- start off small and eat shrimp and fix to get bigger (no max yet)
- start of tentacle for hitting enemies
Features to come
- too many to list!
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Hello everybody! This is an early beta version of the adventure game "Become a King".
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[16x16] |
How to play:
arrows - move the cursor
Z - make a move
X - open menu
Write suggestions for the game in the comments, I will be glad to receive any comment.



--ABOUT--
super soldiers is a fun take on a gameboy type game!
to play, just press x to fire bullets, and dodge your enemies bullets by using the
arrow keys! soldiers wearing armor will take two hits, and soldiers wearing no armor take one hit.
collect powerups and achieve the highest score possible!
--CREDITS--
made by dominic!






This is a small game I made for a university game jam!
The theme I was given was "Circus Hero" with an optional modifier of "Retro Game".
I've been wanting to make a Pico8 game for a while and saw this as the perfect opportunity to get started.
Circus Hero features a series of microgames that are randomly selected, try and get a high score!
Locus is a Two-dimensional, unbounded, sparse, efficient, grid spatial hash for Pico-8.


The library uses a grid of squared cells and keeps track of which objects "touch" each cell.
This is useful in several scenarios:
- It can tell "Which objects are in a given rectangular section" quite efficiently
- This is useful for collision detection; instead of checking n-to-n interactions, locus can be used to restrict the amount of objects to be checked, sometimes dramatically reducing the number of checks.
- Given that the query area is rectangular, locus can be used to optimize the draw stage, by "only rendering objects that intersect with the screen"

Press Z or X to enable the mouse cursor when running on desktop. Use arrow keys to adjust the loop timing manually if necessary (it shouldn't be necessary, the initial test at launch should set an accurate time regardless of your platform).
Picunki is a little musical toy based off the 'Sprunki' series of apps (which themselves are based off the 'Incredibox' web-games). Drag icons onto the characters to play different layers of a musical loop. Click or tap on characters to reset them.
This is a present for the 5th birthday of my son, Hershel. It's been wonderful to discover new things while chasing his interests! If you have musically-curious young kids, my highest ambition is that they might have a few seconds of fun with this :)


BATTLE TANKS 8X - the first of more to come "fake" Intellivision games:
(2 players only)
[/https://youtu.be/ImpsTjbJWAs?si=X-YAt42R5YHE8TKi]
Take command of a fast battle tank and stalk your enemy in deadly one-on-one combat.
Use the walls for cover, as you move fast into firing position. But LOOK OUT!
During the battle shells can ricochet...suddenly - and you're both targets!
STRATEGY
Keep moving... take shelter behind walls(trees won't protect you)... figure the angles and distance.
Watch out fr bouncing shells so you don't get hit yourself.
HOW TO PLAY
Choose on of these options with the left and right buttons and press X:
1 Long-range bouncing shells



This is a particle system implemented using coroutines. The demo comes with a commented implementation of the system plus two example particle effects. The particle system itself takes 55 tokens, the two example particles take 63 tokens each.
In this system a particle is defined as a function, and its states are stored in local variables inside the function. Creating a particles means creating a coroutine using the particle's function and saving the coroutine to a table. The coroutine is resumed during every _draw callback where it draws the particle on the screen and updates its state, and yields once it is done for the frame. The particle is considered "dead" and removed from the memory once the function in the coroutine finishes running.


First Cart! ...the basics of collision, animation and game flow in 200 lines. Maybe it will help you get started.
-JS

Hi @zep, I still feel like a noob at Japanese so maybe I'm missing something but shouldn't
"lya", "lyu", "lyo" produce ャ,ュ,ョ in the Katakana mode?
In hiragana and Katakana input modes they both make ゃ,ゅ,ょ.
Thanks in advance.

I forgot to do something, when the blob says 10 knocks to enter just press X. I forgot to add the prompt my bad :(
HIhi, my teacher made me do another project soo, here I am. Prohibition. I had 2 days to finish this since my partner finished the textures a day later. I am happy to finish even if all our ideas where not able to be applied. Teacher if you are looking at this please give me a 100 please please please.

Update 19/04/2025 - new name, refined mechanics and close to an endpoint in development - this is Absorblaster v0.95.
Take a look at the updated instructions, and be aware that your old highscore will likely be lost once you try the new version out.
(original post)
Labelling this as wip as I'm right at the token limit and might never make it the game I wanted it to be, but I recognise it's due to overextending and following a lot of my own wants and ideas while basing my work on the Lazy Devs phenomenal PICO-8 shmup tutorial (yes, this is another one of these, though I'd argue a little more involved).
There is technically no end to this game - it's a never ending procedurally generated gauntlet of enemies. I may or may not revisit it in the future to make playing for longer periods more compelling, or at least polish up some sprites to be more in keeping with the theme, the pickups specifically, but honestly I'm happy to release it in this state to acknowledge the work I've done (and in hopes that I can free myself from hyperfixation)


Picocraft - demake of Warcraft III
I'm happy to release Picocraft, after 3 years of uneven development ! (okay, not a full time 3 years)
Picocraft is a pico-demake of Warcraft III Reign of Chaos.
The idea comes from a cool pixel art animated mockup by Brullov_art. I knew from start that it would be a long trip, but I didn't imagine sooo long !
The demake is made of 3 cartridge (96Ko) and contains :
- 4 maps
- 32x32 to 64x64 grid maps
- Human race
- 4 units - peasant, footman, rifleman and priest with each
- 6 buildings - farm, town hall, forge, barracks, arcan sanctum, scoot towers









