Spy vs spy demake

One mission. One rival. One survivor.
Game overview
A faithful retro demake of the classic console/computer spy duel.
Collect all five secret items and escape through the airport before your rival.
Set traps to slow him down, and find antidotes to avoid his tricks.
Search furniture, outsmart your opponent, and be the first to get away!
26 levels available.
Play against human or computer.
Any feedback/suggestion is welcome.
Controls
Exploration mode
ARROWS: Move inside rooms
X: Search for items
Does not work on the BBS
This game is multiple cartridges (mapdata and stage selector) - which doesn't work on the BBS.
See the itch.io or neocities for a playbale version!
https://astralsparv.itch.io/slidetrack
https://astralsparv.neocities.org/creations/play/slidetrack/
The original Slidetrack (predecessor to Slidetrack Expanded) - now open sourced!
Copied from ITCH.IO:
Slidetrack is a short relaxing game made in Pico-8 consisting of 4 stages and 32 levels.
You finish each level by solving simple puzzles to reach every tile.
Using a downloaded copy, you can save your times for each stage and speedrun the stages for the fastest times
Controls
Arrow Keys - Movement
Z - Toggle the touchscreen
X (Hold) - Restart the level
Enter - Open the menu (when in a level)
This is a P8 adaptation of a Tandy Color Computer 3 type-in video game called "Penguin Icarus" by Nick Bradbury. Although the level layouts are different the game play is mostly the same, but faster and with more sound effects, particles and more. The code has not been optimized!
You are a penguin in envy of the other small birds and the large metal birds that fly high in the sky. You hear rumor of wax wings atop the igloo village. You must peril dangers and climb your way to the top to fly high like an eagle!


I'm running Pico-8 0.2.7. When I use the underline P8SCII code together with the double-wide character P8SCII code I get an interrupted line.

Also, while we are discussing P8SCII interactions, here are two odd behaviors that could also be intended behavior:
-
Double-tall P8SCII code doesn't make the underline two pixels tall. I would have expected it to be so, but I would understand if this was intended.
- Outline doesn't seem to be drawn around the underline. Personally, I would prefer if it did get drawn around every foreground pixel.


Simple, interactive demo of a custom masking technique I was playing around with for fun.
A good example of an application of bitwise logic in computer science!
← and → to change the background fill to emulate changing opacity
(x) [x] to toggle masking effect
(o) [z] to show only the mask layer
The pulsing background is drawn into screen memory at 0x6000.
Shapes and background fill for the mask layer are drawn into memory at 0x8000 with color 15.
Four bytes each from 0x6000 – 0x7FFF and 0x8000 – 0x9FFF are compared with a bitwise AND operation (band()) and the result is written directly to screen memory.
There's not a lot to it besides that, but I thought it looked cool and wanted to share.

I'm not quite sure this is a bug and not intended behavior, but I can't see why it would be intentional; at least for my use case, it's quite an annoying quirk that I really can't come up with any good workaround for.
Here's an example of where this gets in the way:


I started using one-off characters to insert 5x5 icons into text, but it seems that as soon as the line has ANY one-off characters, print
thinks that since it could theoretically take up to 8x8 pixels, the line height should be increased to 8.
For the width of the characters, I actually just add \-e
at the end of each icon, so that the icon takes up 6 pixels horizontally; but I wasn't able to find any way to correct the line height - this behavior seems to completely override \^y
as soon as a one-off character is present.
(in fact, bizarelly, setting line height to lower than 6 reveals that print will actually crop away the pixels of all characters EXCEPT for one-offs, while the vertical spacing remains at 8:)

Hello!
This is my first game, so I hope you enjoy it.
Paddy Kapow is an interdimensional burgerpatty, that can send an eplosive shockwave outward from its body. It uses this power to avoid getting hit by varies sized scoops of raspberry iscream, while flighing throw space.
I have made a few changes, and added a highscore list, so everyone who plays, can earn bragging rights.


This is my first post,
I am looking to try and develop for Picotron and am curious if it runs using RISC-V instruction sets?
I am looking into if there is a stable FPGA core on any of the relevent FPGA projects which could host Picotron in a stable environment...
Does anyone have information on this topic?
While I was playing Void Stranger, the topic of everyone's first Sokoban games came up and I mentioned Kwirk, which I played and loved back when it was new and I was a small child. Little did I know I would dig deep into it and fall in love all over again, leading to my porting it to Picotron, leading to this project, which combines some of my favorite elements of Kwirk and Void Stranger together (and much more).
Plus, it's got character customization, something I've always wanted to do.
This game would not exist without Puzzle Boy and Void Stranger (obv).
The demo can be played here for free, but the full game is available paid on Itch ( https://easypeazygames.itch.io/sokofox ), 40 levels vs the demo's 20. There's also a devlog there talking about some issues that came up and more about the game's status.