Pico-fication of Harmonies (the boardgame).
You can find rules on BGG (too much to post here).
There is no restrictions for animal placing, no scoring, no CTRL-Z...
But now you can play Harmonies everywhere!
(great game, go buy it!:)
CONTROLS
- Arrows: navigation
- U|D + 🅾️ while placing: choose block to place
- L|R + 🅾️: rotate view
- 🅾️ over animal: detailed view
- ❎: place|choose button
You must firstly choose an animal and\or place some from chosen on the board (if you want it).
After that choose one stack of tiles on top to begin placing.
UPDATE 01.12:
- added check of tile for animal placing (only tile below animal and hight)
- added RESET TURN in main menu (ENTER|START)
Expt12
An experimental 12 step sequencer where you move the nodes on the screen to control each instrument's pattern.
- Switch between C Minor Pentatonic and C Major Pentatonic with the left/right arrow keys.
- Use X to toggle synchronization between bass and melody.
- Adjust tempo with the up/down arrows.
- To move the nodes, simply click and drag with the cursor.
Happy experimenting!


This is a little adventure game I've been working on inspired by Barbuta from UFO50. So far I've made mostly score based arcade-y games in pico-8 and I wanted to try my hand at something more substantial.
The map is now closer to what it will be in the final game, though still not complete. Feel free to give feedback. Also, if you can be bothered, I recommend drawing your own map while playing so you don't get lost.
Instructions
⬅️/➡️ - Move
⬆️/⬇️ - Climb ladder
❎ - Shoot
🅾️ - Jump
⬆️ - Interact

Howdy! Can anyone pretty please help me figure out why the heck my cart stops passing my variable CURRENT_MENU through my functions UPDATE_MENU AND DRAW_MENU? I checked that everything worked properly at a single layer and explicit values. Now that I added a second layer (which functions the same way - calling a specific menu through CURRENT_MENU) it suddenly breaks. I've even tried passing specific menus instead of the placeholder and calling inside Update and Draw instead of passing into the function. I absolutely cannot get it to run anymore.
Any help would be greatly appreciated.

This is a space invaders style game.
Main Menu:
You select 2 out of three ships:
1.Rapid Fire
2.Bullet Charging
3.Short Range Flame
Game:
Press X to shoot and Z to switch ships.
There are 8 waves of enemies.
The waves come down as 10x4 grids.
When you kill the enemies, they sometimes spawn candy.
There are multiple types of candy:
1.Red:
Collect 3 to restore a heart.
If you are already at full health, then the instant you lose a heart it refills it.
2.Yellow:
Collect 3 to get a yellow heart.
If you are at 5 yellow hearts, then the instant you lose a yellow heart it gives you another one.

Howdy, new to Pico-8 and I am making my 1st game now.
I seem to have some off issues with the SFX and getting certain sounds to play.
I will make a video to explain this more if what I am about to type does not work.
I want a "Sonar" sound to play while the person plays the game. I made a simple blip sound affect and at the beginning of my main _Update() I used SFX(10) as that is where I made the simple quick sound.
It won't play.
I can instead make a screeching noise, explosion, that plays fine the whole game but who wants that. haha.
So, while one sound, same SFX(10) plays the second I start polaying, if I alter that same SFX(10) to age more bass low pitch blip, nothing.
I find that odd.
I can play the noise in the editor fine by hitting space bar.
In the game no luck.
Do certain sounds just not play? Do I need to move this to some music() instead, which I am more clueless on right now now.
But, I want a constant low bass blip like a sonar during gameplay.
A short game inspired by the Stephen King short story Trucks, made during November for PiCoSteveMo 3.
Credits
- pelogen_tri_129 function by @shiftalow
https://www.lexaloffle.com/bbs/?pid=75530#p - dist_trig function by @pancelor
https://www.lexaloffle.com/bbs/?pid=119363#p - clouds by Aubrianne
- everything else by me
Controls
- [D-pad] move cursor
- [X] change tool
- [O] use tool
Optional mouse controls
If your PICO-8 has a devkit mouse attached, you can open the pause menu and set the "mouse/esdf" option to "on", enabling the following controls:

MORPH - A tactical 2-player battle game
Two warriors face off in a hellish arena. Move strategically, attack your opponent, and harness the power of blunders to morph into stronger forms!
Made by Marshy & Mike
HOW TO PLAY:
• 2 players take turns planning 3 actions each round
• Actions resolve simultaneously
CONTROLS (Planning Phase):
• Vertical arrow keys / vertical d-pad: Move UP/DOWN
• Arrow / d-pad toward your enemy: Attack
• Arrow / d-pad away from your enemy: Blunder (intentional mistake for power!)
• O button: Confirm plan
• X button: Clear/redo plan
GAMEPLAY:
• Hit your opponent to gain morph power
muOS screenshots
I'm currently using muOS on my RG CubeXX.
On muOS version 2508.3 (Golden Goose) the shortcut for screenshots is L2 + R2 + X. Screenshots are saved as 720x720 PNGs in the MUOS/screenshot folder.
This works in native PICO-8. The handheld rumbles to confirm a screenshot was taken.
Sometimes, though, I want to take a screenshot without triggering the ❎ button...
CTRL-6 screenshots
I edited MUOS/save/pico8/config.txt and added 29=224,27=35, at the end of the map_scancodes line.
This maps L1 and R1 (the only buttons that trigger key scancodes) to LCTRL and 6, respectively.
Desktop path
I also had to add /mnt/sdcard/MUOS/screenshot/ at the end of the desktop_path line in config.txt so that CTRL-6 screenshots are saved on the screenshot folder.
Note: use mmc instead of sdcard if you want your screenshots to be saved in SD1.
It works!
Terminal Front
Terminal Front is a bullet hell type game made to look like a terminal, with your actions taking up precious screen space. Navigate across a sea of swarming characters, reaching for that ever growing score; careful, difficulty increases the more you play...
preview
development
idk i had this idea, i wanted to make it so bad. im pretty happy, even if this game isn't completely polished, it still is ridiculously addictive.
rules
arrows to move
X button to left click
O button to right click (small blast)
ratings

A 3D Star Map of our actual stellar neigborhood. Features 32 nearby stars.
Use the mouse wheel to zoom. Click and drag to rotate the map.
Based on a diagram by Inductiveload
https://commons.wikimedia.org/wiki/File:Nearby_Stars_(14ly_Radius).svg
Video explaining the code here:

Hey all, this is an entry for the 20 second game jam 2025 made by me and my family.
You are a Werewolf who wakes up locked in a mansion and needs to escape! You have 20 seconds till everything is locked down.
Use shadows to your advantage, the guards cannot see you when you are shrouded in darkness.
Collect keys to unlock doors to make your way out of the mansion. You can boost to get away from the guards if they spot you.


This upload is mainly to test cartridge export fucntion :)
Current state of the game:
- Procedurally generated 100x100 tiles map
- Generated different types of terrain based of "walls" blob size
- Basic movement and collision detection
Just restart the cartridge to get the new map.
Stay tuned for more updates :)
UPD v.0.1.5
Optimize map generation code. 3x faster, 3x less readable :)
UPD
Enemy AI






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