Stone Eaters
Your fellow Stone Eaters have sent you up to the mountainside to collect food (stones) for the village. The dragon is constantly digging away at the mountain to enlarge its lair and all the rocks tumble down for you to collect.
Gameplay
Grab the stones in your cart (move (LEFT) and (RIGHT) to catch) and send them rolling (X) down to the village. Be sure not to send them over the cliff. Be quick - if the town's hunger grows too great, they'll kick you out and find someone else to get those yummy stones for them.
Of course, you also have to deal with the balls of lava the dragon sends hurtling down at you as well. Your cart is lava proof (somehow), but the rocks you collect in it aren't. If you don't catch them, though, they'll damage the path over the lava river and possibly leave a hole you could fall through.

--pickups--
function ipickups()
pu={}
for i=1,5 do
add(pu,{
x=flr(rnd(16)),
y=flr(rnd(16)),
act=true
})
end
rubies=0
end
function upickups()
if pu.act then
if abs(p.x-pu.x)<=8 and abs(p.y-pu.y)<=8 then
rubies+=1
sfx(1)
p.act=false
end
end
end
function dpickups()
for p in all(pu) do
if p.act then
spr(3,pu.x,pu.y)
end
end
camera()
print("rubies:"..rubies,10,10,10)
end

Wizard fight (Demoscene)
This is a Demoscene about Wizards and BOSSFIGHTs set to music. It has a space and mystical theme. I'd like you to comment on what you think. This is my first Demoscene, so don't expect too much and enjoy the two lovely chiptune songs.
About the development: I spent a WHOLE WEEk working on this demoscene, and I did everything myself (music, graphics/sprites, concept, and code). I’ve always been impressed by demoscenes, and now I love creating them—I’m even impressed with myself; this one turned out great, especially considering it’s my first.
Tempest 2000
what you get
- 99 stages
- 10 enemies
- all powerups
- 1 good music track (by zenith320)
- 1 bad music track (by me)
- mouse and spinner support (may not work on unofficial pico8 players)
- beastly mode (finish all 99 stages to unlock)
- bonus stages (not same as jag original)
0.9.8 changelog
- gamestation go spinner support (turn on in options) requires gsg sd card 2.7
- gamestation go seems to experience slowdown if mouse is enabled so don't turn on the mouse
- you'll still need to press down on the dpad/stick to jump because pico8 only has two buttons :(

Tickle Hunter (pictured above).
Context is not to be asked for, nor will it be provided.
(Speech synthesis model (Speako8) by @bikibird)
Hungry Otter
Adorable sea otters that are also hungry! Please give them food for a healthy life.
1-2 Players.
How to Play
Rules
Try to get the high score! Scores can be recorded in 1 Player mode at the moment.
About
I wanted to make a small, quick, pick-up-and-play type game. Just a newcomer to Pico-8, Lua, and programming in general. Definitely a lot of challenges and learning still, but also a lot of fun.
Please let me know your thoughts about the game, and hope you also enjoy! Feedback and support will be greatly appreciated.
Credits
Mark Neri - Programming, Art, and Music
AI Note: Code contains portions provided by Google AI Overview search results

I wanted to be able to have a way to "hand sketch" background images for another game I'm making, so I designed this tool that converts an image into a collection of lines, then draws those lines on the screen over time in a particular way to simulate a person sketching by hand. The effect is very cool and immersive, and almost all of the computation power is in the prep, making and organizing the collection of lines to be drawn. Once the lines have been found, they're relatively easy to store and draw to the screen. I'll eventually figure out how to export these collections of lines so I can insert them them in other games to use when I want to sketch a background for a scene.
My code can handle images with multiple colors, they just don't look great yet so I'm demoing it on a black and white picture of a butterfly.
Random Key
Controls
- Right - Random Key
- Up - Random Major
- Down - Random Minor
Purpose
Pretty much every musical exercise comes with the instruction:
Practice in ALL keys |
Silly as it is, the human brain has a tendency to give up when faced with attrition, particularly attrition that is ancillary to the practice itself, such as:
Deciding WHICH key to practice next |
The purpose of this little app is to make that part of the equation as pain-free as possible, so that you can focus your full attention on the PRACTICE itself.
The idea being that you open this app on your laptop/phone/tablet, practice your exercise in whichever key is shown, and then hit either the Right (random), Up (random major), or Down (random minor) arrow to move onto the next key to practice in. Rinse and repeat as many times as desired to really drill in whatever it is you're working on.

Collect kitty toys, give kitty boops, or kitty nap your way to victory!
Overview
It's Fuzzes (brown cats) vs Fluffs (grey cats) in this 2v2 real-time strategy platformer inspired by my pets and favorite arcade game, Killer Queen.
1-4 players compete to win in any of 3 ways: toys, boops, or naps.
Buddy up or go head-to-head for multiplayer fun!
Work your way through 5 difficulty levels to hone your skills and strategy.
3 Ways to Win
Have your team reach 100% in any of 3 areas to win.
Toys
A variety of fun toys will randomly appear. Jump and touch them to collect. Collect 14 toys with your partner to win.

--pickups--
function ipickups()
pu={}
add(pu,{
x=flr(rnd(120)),
y=flr(rnd(120)),
act=true
})
rubies=0
end
function upickups()
if pu.act then
if abs(p.x-pu.x)<=4 and abs(p.y-pu.y)<=4 then
rubies+=1
sfx(1)
pu.act=false
end
end
end
function dpickups()
for p in all(pu) do
if pu.act then
spr(3,pu.x,pu.y)
end
end
camera()
print("rubies:"..rubies,10,10,10)
end

=======================
I've got the basic loop of flapping over pipes (or failing to) as well as their outcomes. This was much trickier to put together coding-wise than I expected, so I may just leave this on the back-burner for a bit. I still like the idea though.
-----atr8des-----
=======================
I had this idea in the shower for a joke RPG with Flappy bird where the only options in response to an encounter are "flap" and "don't flap".
PortalBrix is a small puzzle game.
Your goal is to draw one path from the green Start tile to the red Finish tile. The path must pass through every tile one time only. You cannot cross your own path or use the same tile twice.
Each level has one pair of Portals. When your path enters one portal, it jumps to the other portal.
Use the yellow hint tiles to help you find the correct path.
The yellow hint tiles show important numbers in the hidden path order. For example, a yellow tile with 20 means this tile should be the 20th tile in the correct path. Use these numbers to figure out where the path should go before and after the portals.
Controls:
Arrow keys: move the cursor or draw the path
Z / O: select or unselect a tile
X: erase a path line or undo a step
Hold X: restart the level
Z + X: go back to the main menu
On the title screen, press X to turn sound on/off
This is a demo version with a few sample levels. Please try it, enjoy the puzzles, and share your feedback about the gameplay, difficulty, graphics, sound, and portal effects.

Working on my first pico8 project, a skyjo card game. It isn't even playable as of now, Right now I'm a bit stuck because I don't know how to design the "pile" view in the middle of the game, where people draw cards. My plan was to give the player hints so they can navigate around. But I'm not really happy the way it looks, it looks a bit cumbersome in the pile view. This game requires to know other people's revealed cards and maybe I also have to teach people how to play skyjo first.
I want to make the game work first, then maybe some polishing.





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