Previously: Dungeon Design Assignment v 0.1
More progress today.
Added:
- Chests and items
- Adversarial enemies
- Traps and water
- Health and Inventory system
- Game reset conditions
Son thought it would be a good idea for the enemies to spawn new enemies if a shot misses. Chaos ensues. The first implementation produced unplayable framerates as every single enemy on screen immediately aimed at the player and started shooting regardless if they could hit or not. Suddenly infinite enemies. lol Another fun feature was the enemies running away from the player to make it harder to destroy them.
Still more to do, but this is going great.
I use Karabiner on MacOS to rebind e.g. Caps Lock to Left CMD, and Left CMD + j to Arrow Down. Sometimes Pico-8 interacts strangely with this, interpreting it as though I'm pressing CMD and Arrow Down, while Karabiners Event Viewer shows it as:
CMD pressed
CMD released
Arrow Down pressed
I understand this is tricky to solve, but I think it could be all right if I could just unbind the Cmd + Down = end of document hotkey in Pico-8. Is there a way to unbind or rebind editor hotkeys in Pico-8?


The Challenge
The assignment today for my son was to design a dungeon that used these principles:
- Clear goal
- Have a challenge
- Adds new elements one at time
- Rewards and surprises
- Multiple paths
He's super into Kirby, so of course, this was just an extension of Kirby and the Amazing Mirror. First he drew out his map, then designed it in Lego. From there I helped him iterate until we came up with a final dynamic dungeon. Next I built his map into an actual game. There are a lot of things missing still, but the basic functionality is there.
- Clear goal: Find the final piece of the mirror (in the big chest)
- Have a challenge: Enemies, final boss (gray Metaknight), traps
An example for quadtree implementation, including following functions:
- divide the quadtree nodes by a line segment. The nodes will subdivide until size is 1.
- find a node that contains the given point. floor inclusive, ceiling exclusive.
It is somewhat bulky(around 600 tokens), and might need flood filling or some other features to be practical.
A simple chess game to play with a friend.
There is no turns and no move limitations, so follow the rules if you want.
I might add a start menu and some modes later.
This is my 3rd game ever and I had a lot of fun coding it.
Have fun
Version 2
- added a menu with multiple variants
- added sounds
In crazy house the pieces can appear outside the cemetery if there is too much on one side. Might fix that or not.



You are the paddle on the left
UP, DOWN: Move the paddle
Z: slice the ball and send it downwards
X: lob the ball, sending upwards and slowing it down
Z+X: perform a smash! Send the ball flying with great speed!
First to 10 wins! :)
I'm struggling a lot with the "graphics" + collision; right now the ball only collides with the back line of the sprites (the left side of the player paddle) no matter what the graphic shows. Hoping to fix that soon.
So I'm currently trying to make a little game that features some fish being generated in a random spot in a pond, then swimming back and forth. As a start I've just been trying to generate the fish and have them point in the direction they will be going first. The random location generation worked fine, but when I tried to add the fx to flip the fish in the direction it's heading, I get the error 'unexpected symbol near '='' But I've been looking for a while and can't see where the issue is. The error is flagging the 'o.x+=1 and o.fx=true' and 'o.x-=1 and o.fx=false' lines
This is the offending chunk of code, thank you for any guidance!
function initfish()
fish1={
sp=6,
x=40+rnd(60),
y=40+rnd(60),
fx=false
}
end
function fishmove(o)
waypicker=rnd(2)
if waypicker==1 then
direction="left"
elseif waypicker==2 then
direction="right"
end
if direction=="left" then
o.x-=1 and o.fx=false
elseif direction=="right" then
o.x+=1 and o.fx=true
end
end
end
function updatefish()
fishmove(fish1)
end


Find and free your cursor friends!
Also on itchio
Music and SFX by Nexusnecromance
Made for Lowrezjam 2025
(Since this game uses mouselock, you might experience the cursor sliding without moving your mouse)
(Either going fullscreen, downloading the exe, or using the anti-sliding setting should help fix this)
Ironically, you can use the arrowkeys and z/x instead of the mouse.
I had to cut a lot of ideas for the game jam, but I hope to explore this idea again in the future!
Changelog











Controls
◀ ▲ ▼ ▶: select cards and select end turn button
z key: select a card or place a card
x key: de-select card. Holding x restarts the match.
Rules
The goal of the game is to either run out of cards in your deck and hand or make it so that your opponent can't play two cards on their turn.
1) descending stack: You must play a card that is lower on the going down pile.
(starting at 60 and ending at 2)

2) ascending stack: You must play a card that is higher on the going up pile.
(starting at 2 and going to 60)




Welcome to the world of Broadsides. This is my submission to my first ever game jam, LowRez2025. I decided to go with the theme of "There's always a bigger fish."
Controls:
↑ - Move Up
↓ - Move Down
→ - Move Right
← - Move Left
Z - Fire port (left hand) cannon
X - Fire starboard (right hand cannon
Overview:
In Broadsides you have free control to sail anywhere on the screen, but beware the enemies that will scroll on screen. Weak enemies will only take a single well aimed shot, but the stronger ones will take several.
Remember that you can only shoot from your port and starboard sides.
If you defeat an enemy, they will drop treasure awarding you points based on the difficulty of the enemy. Every 10 treasures will regenerate 1 heart .

