Hello, everyone. I just wanted to share my first game that I've made for the PICO 8. It's a very simple game in which you're defending a terminal from the enemies and the goal is to get the highest score you can.
Any feedback would be appreciated.
Controls:
Circle (o): Shoot
Cross (x): Buy upgrades if you have enough tokens
When you defeat an enemy, you get 1 point (saves to your Score) and you have a chance of getting 1 token. Starting in version 1.2, the chance of getting a token when defeating an enemy is based on score, following this pattern:
- Between 0 and 49 points: 50%
- Between 50 and 99 points: 60%
- Between 100 and 199 points: 70%
- Between 200 and 499 points: 75%

There is a way, out of the box, to edit your cartridge as a folder in your host system and as a fully executable cartridge in Picotron.
1. From Picotron Save your application with a file name ending in “..p64”.
On the host machine, in the Host OS Folder, this will create a traditional folder with the contents of the card inside.
2. From the host machine (not inside Picotron), rename this folder by removing a dot from the extension so that it becomes “.p64” again.
In Picotron, the .p64 will become a cartridge that you can load (either using the Load command in the Terminal or with the right-click context menu “Load Cartridge”), while in your host folder it will remain in folder form.
The original discovery of the double period that disrupts the parser and produces a folder is credited to Heliuse, according to this thread: https://www.lexaloffle.com/bbs/?pid=162272
With the addition of the method explained above, and recent updates to Picotron, it is possible to keep the cartridge thus produced in RAM and execute it with a simple CTRL+R back in Picotron.
I hope this will be useful to you.

this is a tiny game, hope you like it :)
up is jump left/right is move, down is checkpoint
CHANGELOG
v0.1
added music
checkpoint appears as a blue square
v0.2
i did it i managed to use the plat engene from https://www.lexaloffle.com/bbs/?tid=154935 after so much debugging
credits to AtomicPico
v0.3
oops removed music on v.02
if you get annoyed by trapping yourself with checkpoints thats just a skill issue

-月齢陣- (Getsurei-jin)
Color Palette
(278 chars)
camera(-64,-64)::●::f,q=circfill,t()/11cls()?'\^!5f10████♥♪●🐱\n⁴ 웃\n\n\n♥'
for i=1,11 do
i=i/11+t()/11x,y=sin(i)*52,cos(i)*52f(x,y,7,8)a=i*34%34-17f(x+sin(q)*a,y+cos(q)*a,9,0)end
for i=0,3do?'\^!5f5e'..('𝘥■"☉')[i+1]
b=i%3e,d=a*7*b,q+b*.5f(sin(d)*e,cos(d)*e,43,7)end
flip()goto ●
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It's a happier paper-pushing job than the one in Papers, Please: finding homes for lost cats!
Version History
Version 0.0.2
- added undo functionality
- added new sounds
- fixed looping buzz sound
Version 0.0.3
- switch to 60 fps

Hello everybody!
I would like to ask for some advice.
I'm very new to pico-8 (and programming), I have an idea for a part of my game but I am unsure how to execute it, if anyone knows how it'd be really appreciated!
Basically, my goal is to have (under the map?) like a background of water, I've drawn a 2X2 (16pX16p) tile for how I want it to look, but im confused on how to code it to spawn underneath the general map like filling the whole thing under it to fill in the gaps of the map that I leave empty. I know I can technically do spr a bunch of times before the map is drawn but I feel like that is way too many tokens and perhaps not gonna help me learn lol?
If possible I want to keep this separate to being drawn on the map because in the future I'd love to make it manipulate in some way, perhaps like a slight warp to simulate how water moves a bit but I think that is way out of my league for now lol.
Thank you everybody and I hope to join your lovely community!

Play as a modified flower pot equipped with wheels and a jet engine! Move and bounce off the walls to collect water and stay in the sun. Survive for long enough to level up and let your flower grow taller!
Little game with one ending, had a lot of fun creating the audio and visual identity for the game. My first completed Pico-8 game on the BBS!
Controls
- Press 🅾️/Z to move slowly
- Press ❎/X to move faster

How to play: Arrow keys to move, square button to whack!
After a long while spent procrastinating/thinking about what kind of game to make, I chanced upon some art assets that I figured would make a perfect base for a small game.
The game is a variant of whack a mole, called Whack-A-Monster. As it turns out, though, Whack-A-Sort-Of-Humanoid, would probably be a better description. It is all based on a mini game included in the Medieval Carnival art package by Krishna Palacio. I had to de/re-make the palette a lot to fit with pico8's less varied color options.
An interesting thing is that I tried NOT to make the scene framework very generic, but kind of hard coded wrt the scenes and different entities. This approach seemed nice after a bit of initial coding I did in the pico8 default editor, where I felt it was tedious to do "architectural" changes due to the tiny screen. However after a while I really regretted this and if I ever make another cart I'll try to make everything modular and un-knowing of everything else. The code is something of a big orgy of global variables.

Woop
Controls:
- Arrow keys to move
- X to dash
- C to aim
- Get all computers online
Lore:
You were sent to isolation in a lab, and the only way out is with the computers. You need to connect to the internet so you can be safe. Good luck on your mission!
About:
This game was made for the micro-jam 53. I had a blast making it, and I hope you have fun playing the game. Good luck :)
I made my first game!
I will admit i dont have much knowledge in Pico 8. but its a alright game id say!
:D
GAME INSTRUCTIONS CUZ THE BUILT IN ONES DONT SAY ENOUGH
touch cloud = die
touch heart = win
find the heart at the BOTTOM RIGHT corner.
(fyi you start in the top left)
THE CLOUDS CAN SOMETIMES SPAWN BELOW PLAYER, JS RESTART :D
changelog
v1.0 - release
v1.1 - map boundary added, thanks to thePixelXb_ for finding that :D
v1.2 - outlines to clouds and heart sprites

This is a very rudimentary prototype for a virtual pet game. You can feed the pet by giving it apples.
The food bar decreases by 1 unit every real world minute and fully depletes in about 2.5 days. This should remain consistent even when the game is closed (this was the goal of the prototype).
I can't say if I'll work on this more, but I wanted to showcase it regardless.
Heavily inspired by PowerQuest, I wanted something similar in Picotron to help build point and click style games. The code is very ugly, but it works. It can currently parse two types of commands from a flat script.txt file: Dialog and Actions (walkToPoint).
It uses Lua patterns to match parts of the text on each line. I plan on adding more features such as:
- other action types (Pick up, Talk to, etc.)
- simple scripting
- inventory management
- ...etc?
The current issue: When a Player character moves to a position, it doesn't release the hold and they can't move from there until the next line. Will ponder ways to address this.
Any suggestions on code clean up / refactoring is welcome.







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