Remake (or demake?) of one my favorite flash games: "World's Hardest Game" by Snubby Land as my first Pico-8 project. Mostly as learning.
Might be more frustrating due to lower resolution, but tried my best to make it balanced :) Currently has 8 levels, I plan to add more over time

A scrolling stars wallpaper/screensaver with ships and planets from Star Trader's Luck
Open the cartridge contents and the settings.lua file to configure what appears and how often to customise the animation to your liking.

As the title mentions, Anywhen just saved my life, not literally of course, but it did save me 3 weeks of work on a cartridge I had accidentally overwritten with an incorrect "cp" call.
This got me wondering if folks are using anywhen as an alternative to Git.
Currently Git is the only reason I am considering setting up my project for use in an external editor. While it's missing comments and some other cool features, using Anywhen might be an alternative I can work with for now.
So what do you guys think?
Has anyone used Anywhen in any way similar to using Git? (see what I did there?)

TAB 1:
function _init()
init_game()
end
offset=0
function _update()
if state == "play" then
-- gameplay logic
if player_dead then state = "gameover" end
elseif state == "gameover" then
if btnp(4) then
-- restart game
_init()
state = "play"
end
end
if game_state=="wave_start" then
spawn_timer -=1
if (spawn_timer<=1) spawn_wave()
elseif game_state=="playing" then
if (enemies_left <0) game_state="intermission"
end
if game_state=="intermission" then
wave +=1
spawn_timer=1
game_state="wave_start"
spawn_wave()
end
offset=(offset+1)%128
update_enemies()
p.x=mid(0,p.x,120)
p.y=mid(0,p.y,120)
if (collision_happened) p.state="dead"
if p.state=="alive" then
if btn(⬅️) then
p.x -=1.5
elseif btn(➡️) then
p.x +=1.5
elseif btn(⬆️) then
p.y -=1.5
elseif btn(⬇️) then
p.y +=1.5
end
end
if btnp(4) then
sfx(0)
-- add new bullet to list
add(bullets, {
x=p.x +2,
y=p.y -2,
speed=2
})
end
for b in all(bullets) do
b.y -= b.speed -- move up
if b.y < 0 then del(bullets, b) end -- remove
end
end
function _draw()
cls()
if wave==nil then wave="1" end
print("wave: ",10,10,8)
camera(cam_x,cam_y)
map(0,0,0,0,128,64)
map(0,0, -offset,0,16,10)
map(0,0,128 -offset, 0,20,16)
draw_enemies()
for e in all(enemies) do
spr(e.spr,e.x,e.y)
end
if p.state=="alive" then
spr(p.sprite,p.x,p.y)
else
print("game over",50,60,8)
spr(17,p.x,p.y)
end
for b in all(bullets) do
rectfill(b.x,b.y,b.x+1,b.y+2,10)
end
end
TAB TWO:
function update_enemies()
for e in all(enemies) do
e.y += 1 -- move down
e.y -= 1 -- move up?
if (p.x < e.x) e.x -=.80
if (p.x > e.x) e.x +=.80
if (p.y < e.y) e.y -=.80
if (p.y > e.y) e.y +=.80
if(e.hp <= 0) then del(enemies, e) end
-- remove if off screen
if e.y > 128 then del(enemies, e) end
-- simple collision with player bullets
for b in all(bullets) do
if abs(e.x - b.x) < 4 and abs(e.y - b.y) < 4 then
sfx(3)
e.hp -=1
del(bullets, b)
end
end
end
for en in all(enemies) do
for oen in all(enemies) do
if (oen != en) then
local dx,dy=oen.x-en.x,oen.y-en.y
local d=30
if abs(dx)<d and abs(dy)<d then
local a=atan2(dx,dy)
en.x-=cos(a)0.7
en.y-=sin(a)0.7
end
end
end
end
for en in all(enemies) do
if check_collision(p, en) then
-- handle collision (e.g., game over, lose hp)
p.state=false
p.hp -=1
sfx(4)
game_state="over"
end
end
end
tab three:
function draw_enemies()
for e in all(enemies) do
spr(e.spr, e.x, e.y)
end
if game_state=="play_next_wave" then
if #enemies==0 then
wave_number +=1
spawn_wave()
end
end
end
tab four:
function init_game()
gamestate="play"
p={x=64,y=100, sprite=1, hp=10, state="alive"}
enemies={}
bullets={}
wave_number="1"
enemies_left=0
spawn_timer=5
game_state="wave_start"
game_over=false
end
tab five:
function check_collision(a,b)
return abs(a.x-b.x)<4 and abs(a.y-b.y)<4
end
tab six:
function spawn_wave()
for i=1, wave*1 do
add(enemies, {x=rnd(128), y=0, w=8, h=8, hp=5, spr=4})
enemies_left +=1
p.hp -=1
end
game_state="play_next_wave"
end

There are three ancient forms: Rock, Paper, and Scissors. In Rock Paper Sweeper, you play on a 6×6 grid where each tile bears the symbol of one of these forms. At the start of the game, you will choose one of these forms, and you may change forms throughout the game. Your goal is to reveal all tiles in the grid, but if you reveal a tile with a form that defeats your current form – for example, if you reveal a Rock while in the form of Scissors – then you will lose!
Thus, to reveal a tile safely, you must deduce which symbols might be present on the tile, and reveal it while in a form that is not defeated by those symbols. To allow these deductions, most squares, when revealed, will show the number of adjacent tiles that have the symbol. All boards are built so that they are solvable by deduction alone, without requiring any guessing.

Picole Search
Pronounced "Pickle Search"
Picole Search is a search engine that searches the podweb.
Since you're here you probably know how to use a search engine, so i wont explain that.
Picole Search uses the Podweb Browser for displaying pages.
Special thanks
A large thanks to @Saturn91 for the podweb standard and the podweb browser which without Picole Search would not be possible and for helping test the cart.
Thanks to @369px for his evergreen tutorials on the native gui functions.
Thanks to @Astralsparv for helping test the cart.
FAQ

Here's a small demo I did for a chill song I created with the wonderful Picotron tracker.
Thanks to taxicomics's color tables info which helped with shadows and customizing the colors quickly. I'm just starting with Picotron and want to experiment a bit and learn the differences with Pico8.
XOtris
Tic-tac-toe meets Tetris.
Match 3+ Xs or Os to clear them.
Match horizontal, vertical, and diagonal patterns. Create combos, survive garbage rows, and manage special tiles.
Special Tiles
Blocker: Blocks the board. Breaks when touched by a match.
Frozen: Hit it to crack it.
Joker: Turns into X or O when it can complere a nearby match.
Controls
Left/Right/Down: Move
X/Z/Up: Fast drop
Preview
Notes
This idea dates back to 2011. I had been thinking about making this project for many years, and it kept occupying my mind. I’m happy that I finally managed to get it out of my head and turn it into something playable.

This is My fourth
main demake of the Steam Video
Game Pizza Tower, Including Two Levels based on
the full game, one tutorial, and one custom gauntlet level.
Images:


Link to the Github Version:
Credits
Tour De Pizza - Pizza Tower (Original Game)
MartenMario64/allmightythunder - This Demake.
Note: You can make mods of this using this version of the game https://www.lexaloffle.com/bbs/?tid=155863,
and exporting it to a Windows EXE or something,
but if You are gonna make a mod, credit Me and the creators

Crossrunes
A WIP puzzle game about completing spell sequences.
Arrows to move cursor. X to take action, O to swap tools.
WIP Status
I want to add background music, tune up some sound effects, and make the levels a little more varied.
There's room in the cart to make more characters too, but the core of the game is in a good state.
There's a few bugs and some sticky code I'd like to clean up too.
Right now there's four characters and no real ending, the game-play just loops through the four characters.
It's that time of the year where every class ever is giving me a billion projects
Thankfully, these projects usually have a lot of creative freedom which allows me to turn them into games!
This one is for my math class (obviously), where we had to create and label a unit circle
Extra credit is given for effort, creativity, and it being a turtle (the teachers favorite animal)
All 3 of the extra credit requirements fit perfectly into a little pico8 game, so I've spent the last few days making this in pico8 education edition at school.
The code is not the best I've ever written, but I'm fairly proud of it (especially the text renderer!)
Although the text renderer is not perfect, it was fun to challenge myself with something relatively difficult.
Funnily enough, this project has taught me quite a bit about sin, cos, and p8 angles.. I can't wait to forget it all this summer!
Grade: 140% He loved it and gave me an extra extra credit point! (14/10)
-- CONTROLS --
X to change mode (degrees, radians, sine, cosine)

this is my new doc renderer:
the cart includes a basic demo
up = scroll up
down = scroll down
X = toggle the top bar
renders docs using a simple loop a doc is a table of strings each element that starts with 2 null bytes is an inst █ insts cursor x y color c cls c camera x y you can hook up ⬆️, ⬇️ to a camy and a camera() call use tab 2 for importing this also, i used pico-8’s null byte rendering behavior to hide instructions inside text |





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