It's like browsing "Featured Carts" in SPLORE... But they are ranked by STARs!
Controls
- ⬅️➡️: previous / next page
- ⬆️⬇️: previous / next cart
- 🅾️: filter by game genre or by year
- ❎: run cart
After you are done with the cart, enter the pause menu and select the last option:
back to ★SPLORE

About
STAR SPLORE aims to help you discover some of the best PICO-8 carts ever made.
- That's why only featured carts are included.
- That's also why carts are ranked by stars, the BBS version of "likes".
As imperfect as these metrics may be, they are the ones we have.





My first Pico-8 project i started a few days ago. I was originally planning on creating a Galaga-like game, or some space flying game but then ended up with this. No sound or music yet, haven't even looked at that. And yes graphics and gameplay is sloppy...




Description
Arto is a robot artist.

Program Arto to paint, feel and move to reach the flag:

There are eight paint colors, feelings, and movements:

Arto makes decisions depending on two variables:
1) Arto's current feelings,

2) and the current floor color.

Arto's brain is an 8 x 8 matrix you edit with the mouse:

First PICO-8 cart just making a little goofy stream of consciousness song and gfx
Press X to randomly swap palette colors, C to reset them
The caterpillar body rendering is adapted from zep's post about inverted draw operations
Third game project! A space survival shooter game. You have to dodge or destroy the meteors and collect gold coins. If you manage to get more than 3000 points you beat the game. I enjoyed creating the meteors, the explotion animation, and maybe in the future I learn how to make them more real (adding rotation, for example) I added a modify fire particle animation that I found in a youtube tutorial.
I hope you enjoy the game!
Any feedback is welcome

This tech demo recreates the iconic fire effect from the DOOM intro in PICO-8 running at a stable 60 FPS!

Technical Challenges
There aren't many detailed resources or tutorials online for implementing such effects efficiently. Many examples too simplistic, so a lot of trial and error is required to stay within the constraints. Here, I've used a 2D array for fire intensities that's updated per frame, and optimized drawing by rendering pixels in four sections to save computation time.
Implementation Highlights
- Initialization: A 32x36 pixel grid is filled with minimal intensity; the bottom row starts at white (maximum intensity).
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