Brotato is finally in a state where it's really fun an challenging.
I'm happy to release v1.0
I work on a Brotato clone called Fritato.
You are a bag of fries in hell, everything is weird.
Find our yourself...
If you like it, let me know what is your max round and feel free to leave hints (especially about the balancing)
UPDATE 2:
Updated Fritato, with new setting, more weapons, more items, a boss and a special weapon.
UPDATE 3:
Particle effects, bug fixes, token efficiency, Fritto is jumping now instead of walking
UPDATE 4:
Game ends after round 40, every 10th round a boss spawn, new item beer unlocks special ability. Map changes after each boss
UPDATE 5:
Bug fixes, more token efficiency strategies applied, introduced three difficulty modes, added the UZI, added 3 flavors (mayo, ketchup and special)
UPDATE 6:
4 Maps, more sprites and gfx, more items, balancing, sniper rifle laser pointer, bug fixes
UPDATE 7:
Mostly balancing

What is it about?
This game is a small roguelike where you have to open chests to become strong enough to defeat the boss. A roguelike is a type of game where, when you die, you have to start everything from the beginning. However, each time you restart, the map is different.
Controls
- Use the arrow keys to move
- Press Z to shoot enemies
- Press X to teleport to the location where the orange character was
About Me
I'm a beginner developer, and this project is my first big one.
If you find any bugs or if you have any suggestions to improve my code, please write them in the comment section.
Enjoy
Previous Version
version 1.0:[hidden]

In the latest version of Picotron (v0.2.2b), the include keyword does not work correctly.
If I create a new cartridge with two .lua files, main.lua and effects.lua, and call include "effects.lua" from main.lua, I receive the following error: could not load effects.lua
Example main.lua:
include "effects.lua"
function _draw()
cls(0)
map(0)
end
If I perform the exact same steps in version 0.2.0, everything works correctly.
This bug is critical because it prevents the use of multiple Lua files within a cartridge.
I believe the issue may be more widespread and could affect all commands that rely on file paths (i am using an absolute path to make it works), such as:
local mymap = fetch("/t.p64/map/0.map")[1].bmp
memmap(mymap, 0x100000)

I’m using a Raspberry Pi and trying to upload my PICO-8 game to itch.io, but it won’t work. The page loads the title, then goes to a black screen. In the browser console I get errors like “failed to load resources” and status 403.
Here’s what I’ve tried:
- Exported using
export index.html - Made sure the files are named
index.htmlandindex.js - Re-exported multiple times
- Created new ZIP files using the terminal (
zip -X) - Confirmed the files are not inside a folder in the ZIP
- Enabled “This file will be played in the browser” on itch.io
- Checked case-sensitive file names
- Tested different zipping methods
It still won’t load. I’m not sure if this is a Raspberry Pi issue, an export issue, or something with itch.io settings. If anyone has successfully uploaded from a Pi, I’d really appreciate advice.

I was browsing random carts the other day and chanced upon kittenm4ster's King's Quest. I expected it to be a Roberta Williams King (Graham)'s Quest de/remake, but it turned out to be an entirely different king's quest! It also had a nice vibe / attitude and a rather unexpected solution to the main quest line, which I thought was just sick! All in all I felt very inspired and decided that I had to make my own contribution to the "games that seem to be a Roberta Williams King's Quest-make but then turn out to be about an unexpected other king (but a KQ-like interactive story anyway) with elements that are medium aware in a sort of meta way"-genre!
So in this King's Quest we get the opportunity to help another king, and enjoy good old menu based puzzle solving, sorta, while also experiencing ROCK MUSIC, cars, animated trees, well-dwellers, abundant alcohol intake, and last but not least a Weird Thing Behind a Large Sign!

I'd been doing some experimenting to try and force poor PICO-8 to be "double-wide" as I'm calling it. I got the idea while thinking about the janky wide-screen methods on consoles like the PS2.
By cutting the horizontal sprite resolution in half, you get squished looking half sprites. It looks pretty weird...
But, if you force PICO-8 to run with a stretched window size that is a multiple of 256x128 pixels (using the command-line parameters) you get this!
It even works on exported carts as well. Neat!
But at what cost?:
- Half the sprite resolution which could make art more challenging.
- Having to use
SSPR()to draw EVERY sprite and tile, since one sprite becomes two half-sprites. - Requires a custom map system to place tiles on a 4x8 grid.
- External commands required for the game to look "correct".
I think it's a valid method, but I'd like to hear what you folks think about it.

Description
All customers have two sides, two colors.
In this game make some money by serving the customer.
Watch out, if you don't serve the milk, water, coffee, or wine, you will suffer his wrath. Dodge his angriness and continue to serve him.
A game where you have to do your job, no matter the cost.
Controls
Left/Right/Up/Down (arrow): Run
X: Interact
C: Cancel interaction
Enter/P: Pause game
Credits
SLMB's Games (myself), I did this a while back for a gamejam but never uploaded it.

It's been a while since I've created anything for PICO-8. Rest assured I have something big planned, and in preparation of that, I thought I'd make a table-to-string serializer and string-to-table deserializer.
"Didn't you already do that?" Yes, I did - I called the decoder and encoder tablefy() and untablefy() - but there are two things I wanted to improve about the format: the editability of the encoded strings, and the compressed-size impact. And I've come up with a solid improvement, inspired by the TOON format.
JWON (Josiah Winslow's Object Notation) is a data format made for use in PICO-8. Its purpose is to save tokens on large literal tables, while having them remain easy to edit in the devkit editor itself.
SpaceCat featured this on their YouTube channel so I figured I make it public: Taco Wars!
It's a silly little first person dogfighting game where you shoot at taco's, with lasers! Hope you enjoy it, this is my first published Pico-8 game.

Hello,
I am a teacher in Germany and I want to show my students game development using the pico 8 edu version: https://www.pico-8-edu.com/
Unfortunately it is not possible to type curly or square brackets in the edu version with german keyboards. (It works fine in the normal windows app.)
When I try to type { (alt+7) it will say "captured label image".
When I try to type [ (alt+8) it will say "set video starting point".
I tried using different keyboards and computers but it did not work.
I think this is a critical bug because this way the EDU version is not usable for Germans.
Kind regards
Daniel

Controls
The controls for the game are:
The arrow keys are for movement
X for clockwise rotation around the board
Z/O for anticlockwise rotation around the board
Rules
You are in a desert and discover a pyramid. Wanting to enjoy the view from the top, you decide to climb it. However, there’s a problem: the people at the top are trying to stop you by throwing barrels down at you.
Can you reach the top without being knocked off?
- Lose 5 points every second
- Lose 20 points each time a barrel hits you
Behind the Scenes
This was the second game I developed under my fictional game studio, Lantern tiger Games.
The main issue I encountered during development was getting the barrels to either despawn properly or stop changing direction whenever the player switched sides.

A long time ago(last summer), my partner and I decided to join a miniJam for fun. We ended up making a game called MicroSino.
If you look at my older posts, I had been working on a graphics trick to make the screen 64 by 64 and add collision for objects that are 4x4 pixels in size.
I eventually figured out how to get it to work and use that as a base for this project.
I'm pretty happy with the project; it was one of the last things I did before burning out hard and it gives me hope I can still get back to that level of output.





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