Updates:
-Enemy movement mechanics updated (found glitches in my earlier version while redoing all of the code)
-Player bullet drift added
-Placeholder for new enemy type added (currently just resprite of the boss1 minions, but will update once I get a better sense on what the game loop will be)
-UI added (player hp bars, secondary attack reload bar, off-screen enemy arrows)
Now that the code's looking a bit more organized, hoping to start on designing the gameplay loop. I'm thinking I may also create selectable upgrades after each boss fight, i.e., choosing between speed, atk speed and bullet number upgrades or replenishing HP at the expense of forgoing any upgrades. This would reward careful gameplay and punish anyone that tries to spam enemies with bullets from static positions.
An even more realistic 3d model of my favorite streamer, Mitchflowerpower, made in Picotron ♥
A simple game I made to test out tile-based movement and collisions. Use the arrow keys to move. Collecting the dollar signs grants you $20, and stepping on accidents makes you lose $25. Each movement costs $1. You lose when you reach $0 or less.
I think the way I did it is kind of shaky, so I'll probably work on another game that is similar but has a better structure for the tiles.
PUZZLE PUPPIES v1.1.0 UPDATE 6-11-2026: The "Sorry About the Permadeath" Update
Okay so. When I launched Puzzle Puppies I made a choice that a bunch of you politely let me know was a mistake: if you got stuck on a level, you lost your whole run and started over from level 1. I thought it was fun in a pseudoroguelike way. It was just annoying, my bad.
So the headline change in 1.1.0: PERMADEATH IS GONE. Fail a level and you can just retry it. There's also a proper level select on the main menu now, so you can jump back to any level you've reached. Your progress saves between sessions. Play how you want, the choice is yours :)
Mouse support (optional). PC and web players can now click tiles directly instead of fighting the cursor. It's off by default — flip it on from the pause menu once you start the game (hit Enter/P mid-game). Speedrunning is now an option, I guess? Mouse-driven play will be quite speedy!
Cursor controls got simpler. The old keyboard/controller movement tried to be clever about hopping between dogs and mostly just felt like a coin flip. Now it moves one tile at a time in the direction you press. Predictable. Boring. Good.
HELL RIDER RELOADED
Just like the original Hell Rider… only meaner.
The robots are smarter, faster, and far less interested in your long-term survival. Every room is a deadly maze of flying shots, bad decisions, and rapidly shrinking safe spaces. If you enjoyed Hell Rider, welcome back. If you mastered it, prepare to be humbled.
STRATEGY
Use the rules of the mode to your advantage—but don’t get too comfortable. In Hell Rider Reloaded, every robot can keep its own shot in play. There is no shared limit anymore. As the levels advance, the screen can quickly fill with deadly fire from multiple directions at once.
Introduction
Are you willing to put your soul on the line to archive divine enlightenment.
You don´t know what forces can see the rift opened by your hand and what you might let into our world by your actions
only by staying in control of your impulses you shall be granted entrance into the Paleroma.
The entity who first answers your call is Lucy, DO NOT BE MEAN TO HER.
How to play
In summoners gambit your goal is to beat lucy in a game of Succlu, a game similar to the human game Blackjack.
The goal changes each round and the one closer wins, going over however will instantly loose the round.
Each round the summoner is given one item to use whenever, powerful tools to bend the demonic game to ones favor.
Credits
-the dialogue box is based on the code of :https://www.lexaloffle.com/bbs/?tid=28465, with some modifications on my end
-Gnostic History :https://www.youtube.com/watch?v=d0lvPrt3OFM
-and of course my lovely playtesters <3





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This is just a basic mockup of my upcoming Sonic 1 PICO-8 port. I didn’t have ghz textures at this point, so the level is empty.