How to Play
Shmoopy is an arcade style shoot 'em up (shmup) inspired by 1981's arcade shooter Galaga. Take control of your blue spaceship and combat your way through waves of aliens to face the final challenge: Shmoopy.
Rules
In Shmoopy, enemies approach in waves, shooting at and trying to collide with the player. Your ship has lives, when you get hit by an enemy or an enemy bullet, you lose a life. Lose all your lives, and it's game over. When you lose, you can choose to continue at your current wave, but with the score reset. Or you can choose to go back to the start and try from the beginning.
Controls
- Press the arrow keys to move your ship
- Press Z or N or C to shoot
- Press X or M or V to use your bomb
Bomb
Your bomb clears all enemy bullets from the screen and deals a moderate amount of damage to all enemies. Use it to get out of a tight spot instantly. But beware: they come in limited supply.
Pickups
During the game, enemies will drop a pickup when you earn a certain number of points. This pickup will flash between a life pickup and a bomb pickup. Collect it at the right time to increase either your lives or bombs by one.
Scoring
Shoot enemies to increase your score. The score an enemy type gives depends on its difficulty. Enemies that are attacking (moving down toward the player) give double the points when shot down.
Credits
Shmoopy is based on the



Duct-taped together a little fixed shooter in the style of Galaga and Space Invaders.
It's less a "prototype" than it is half-complete. What's here has essentially the full gameplay loop and there is a win condition that triggers on completion of the last implemented level.
The level data and associated functions need some massaging. Eventually, the goal is that each stage has its own theme, but the current 8-bar loop for the title splash and stage 1 serves the purpose; SFX is mostly complete. The animations at present are extremely basic. The stage transitions have functioning dynamically-sized title cards to which I'd like to add art assets for the planets once I get them in an attractive state.


Update 1!
This is still very much a toy, but it's very close to "done" for purposes of the larger game. Ships are stronger, but so are your weapons–and you can do more than just deal direct damage now!
Of note in this update:
- Added module modifiers!
- heal
- hack (disable enemy die)
- ion (extra damage to shields and set enemy die to one)
- burn (stackable damage over time)
- trap (sets a trap on an enemy die that does damage when used)
- Improved crew (dice)!
- Crew now have names
- Crew may have non-standard roll possibilities (including a wildcard roll!)
- Crew can have modifiers, much like modules


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Snekburd is a Pico-8 demake of Snakebird, by Noumenon Games, with new puzzles and mechanics! Navigate the snakebirds to eat all the fruit and head through the portal to complete the levels on each island. The first island's levels should serve as a quick tutorial to new players or a refresher for returning ones. The game featues about 70 levels, ranging from a little tricky to absurdly hard. Of course, if you haven't played the original Snakebird games, I highly recommend them. Especially Snakebird Primer if you find this demake too difficult.
Controls
- arrow keys : move
- Z/C : undo
- X/V : switch control










3rd Cart! ...A platform game template of sorts.
This a continuation of platform basics with an improved
collision system that supports bouncy and solid entity types,
a modular particle system, parallax background effects
and optional pallet and font switching. Text boxes and
animated text typing for use with narrative and dialogue.
Camera clamping allows for the partitioning of the
shared sprite sheet and map data in creative ways.
In 1000 lines its packed in the core elements of a platform
game development system organized in modular way to serve
as a template for building games off.
I hope you find it useful!
-JS

Bullet Survival
A fast-paced bullet hell survival game where you dodge and weave through an ever-increasing barrage of bullets. Choose from three unique characters, each with their own special ability:
- Dasher: Quick dash with temporary invincibility
- Slowmo: Temporarily slow down time
- Pulsar: Repel bullets with a powerful pulse
Gameplay music - "Arpument" by RobbyDugway [#16503] (https://www.lexaloffle.com/bbs/?tid=2619)





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Im not exactly sure where to put this.
Is there a general community forum/thread where i can ask basic questions about coding in Pico-8? Im just starting out but was checking to see if there was anything here before heading over to reddit.
Also, is there a way to get the Pico 8 Educational version to run offline? I don't need the cart store or whatever its called, but it would be really nice to just have the basic dev thing without needing wifi.
i wonder if i could pre load the page and run it offline?
any tips would be much appreciated
looking forward to messing with pic0 while i have internet ^^


VERSION 0.1
Controls
Mouse is used to edit characters. Basic paint program.
left click place color
right click delete tile
right arrow will make some examples I made
Once a picture is created hit save! It will create a text file on your desktop called pico. In this
file will be a string that you can print()
"\+og\f8\^:003c7effffff9555\+0g\+oo\f8\^:151b3f1f0f070301\+08\+gg\f8\^:003e7ffffff73736\+8g\+go\f8\^:36c4f8f8f0e0c080\+88\+gg\f7\^:000000000008c8c8\+8g\+go\f7\^:c838000000000000\+88\+og\f7\^:0000000000006a2a\+0g\+oo\f7\^:6a24400000000000\"
this is what the line looks it don't work if you paste from it, i guess it has hidden characters.
Post Update Ideas
Fill Tool and Multi animation are on the list
Maybe even put a function in the text doc you can just copy and paste easy
it can be upto 16X16 pixels and only cost one token because its a string. The catch is more colors means alot of characters used. I just found pico a couple of weeks ago, I love it.
I felt i needed more graphics in a space game I have been working on. So I build this to make animated sprites without using the sprite sheet.
Credits
Chazbcook creator of Realm of Past World (old online rpg)

Flap Together (or don't). This is my first PICO-8 game originally using the Flappy Bird tutorial by Space Cat. I then adapted/extended the game to be playable by 4 players so I could play it with friends. It's Last Duck Flapping.
Each player who joins the game gets their own uniquely coloured Duck.
Dead Ducks drop bombs to make it harder for those fortunate enough to still be flapping. The first to cross through a pipe gets 2 points, everyone else gets 1.
While alive and flapping, use the left and right to dodge bombs and make it through pipes. While dropping bombs, use left and right buttons to position the drop.
