Working on a mario party-like game for Picotron!
Github repo found here!
Yummies font by @Thelxinoe5
ZOMBIAL
Nuno wakes up on the sunny Zavial beach, wielding a baseball bat. As he looks around he sees the undead walking among him. Help Nuno survive as long as you can.
A top-down action game set on a real beach in Portugal. Fight zombies, explore secrets, and survive the cursed shores.
Controls:
- Arrow keys: Move
- (X): Attack
-
(Z): Interact
Status: Early development — More coming soon!
Built with love for Zavial and PICO-8.
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[8x8] |
Finally, 10 years after signing up as the 2nd user on the BBS (zep tells me that currently makes me the longest active user!?) I managed to get back to Tokyo and visit Pico Pico Café. Had a great couple of hours chatting to zep about gamedev, puzzle games, procedural generation, life, and Japan. Hopefully I can make it back there later in the year. Maybe I'll move to Japan.
✌️

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[64x32] |
I recently re-discovered the 1983 ZX Spectrum classic by Jon Ritman, and accidentally re-made it.
While looking for info about the difference between BTN() and BTNP(), I learned that if you hold the same input for a long time, BTNP() gets automatically retriggered first once after 15 frames, and then after every 4 frames.
According to the BTNP() Ctrl-U documentation (look at the attached picture), you can modify the value of both the initial and repeated with POKE() using these addresses:
- 0x5f5c initial delay (def 15)
- 0x5f5f repeat delay (def 4)
The problem is that the info about the memory address of the repeat delay is incorrect, since after I personally tried to set a different value in the address 0x5f5f, the function kept getting retriggered every 4 frames, just like default.
After some digging on other sources like the Pico-8 manual and the Pico-8 Wiki, I discovered that the correct address is 0x5f5d, and after trying it myself I could verify that it was indeed correct.

Snowpeel
"Snowpeel" is a snowboard action game inspired by Excitebike on the NES.
Game by @kitasuna
Music by @mabbees
Controls
←→ Adjust board angle while in the air
↑↓ - Change lanes
X (X/V keys) - Boost (when boost is available)
How to Play
Overview
The snowboarder will move forward automatically. This is magic. Do not question it. As you progress through the levels, you'll encounter ramps that cause the snowboarder to jump.
While in the air after hitting a ramp, tap the left or right keys to adjust the angle of your snowboard to match the angle of the ground that you'll land on. If you align your board to the ground before you land, you'll continue boarding smoothly.
Background
This is my homework for the Youtube series "Pico-8 Tutorial - Shmup de Lazy Devs" (shmup:Shoot-em-up)
The course can be followed at:
URL Pico-8 Tutorial - Shmup
At the end of each video there was homework. As a result of doing the exercises, my end program looks and acts a bit different than the one of the teacher. I know I need to refactor the code (it's a mess)
I wrote my game in a way that, I hope, would encourage the players to re-run the game and try to beat their last high-score.
This is the first "game" I wrote. I would be grateful for any remark on graphics, music, game-play and bugs.

This is a step by step singleplayer tutorial for the real world card game of Euchre. Play through six levels, where each level introduces a new rule until on level 6 you're playing full blown Euchre. Can you beat all six levels?
Ver 2 changelog:
- fixed bug on level select
- added game speed option in pico8 menu
- changed button prompts to be "X or O" instead of "X and O"

The text of pico-8 is fighting!
Have a "friendly" competition with your friends or fight a menacing boss alone!
Controls:
- Dpad/Arrow keys: Movement and directional input
- O Button/Z: Jump or accept
- X Button/X: Attack or go back
Tips:
- Some places are too high to reach with just a normal jump; thankfully, you can wall jump!
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