How to Play
Cattle Crisis is an arcade shoot 'em up game (Shmup). Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level.
- Arrow keys - Move the jet
- (X) Button - Shoot
- (O) Button - Hyper / Bomb
System
As you shoot enemies or collect 🐄, your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left.

This is a preview build of my upcoming puzzle game "Dust Bunny". It is intended to be used as a reference for other PICO8 folk in case they want to make games like this. The code base is very simple, and it only has 6 or 8 sprites total, but it still has a full 30 levels with fun twists and things.
Dust Bunny runs off my normal puzzle game conventions which are broken down and focused more in my other project "Soko Sample" https://www.lexaloffle.com/bbs/?pid=sokosample
LOADLEVEL() is something i started doing on MOLE MOLE after some of the PRINCE OF PRUSSIA setup was bugging me. Since i started out making overworld games like RAT DREAMS and SEBASTIANS QUEST, when i started making more single-screen puzzles, my thought was well, its still basically an overworld, we just move the camera around, etc. Voila. But I use tilemaps pretty destructively, which isn't great for reload heavy games like PRINCE OF PRUSSIA. I thought I was very clever by having POP literally reboot itself from scratch every time you die, and then auto-press the continue button basically. BUT IT TURNS OUT, you can just dump the title screen and copy each level into the first screen of the tilemap whenever you change levels. This makes level loading and moving to the next level all use the same block of code, and in order to find the player spawn tile and things like that, I was already having to mget() most of each level when they started anyways.





How to Play
Shmoopy is an arcade style shoot 'em up (shmup) inspired by 1981's arcade shooter Galaga. Take control of your blue spaceship and combat your way through waves of aliens to face the final challenge: Shmoopy.
Rules
In Shmoopy, enemies approach in waves, shooting at and trying to collide with the player. Your ship has lives, when you get hit by an enemy or an enemy bullet, you lose a life. Lose all your lives, and it's game over. When you lose, you can choose to continue at your current wave, but with the score reset. Or you can choose to go back to the start and try from the beginning.
Controls
- Press the arrow keys to move your ship
- Press Z or N or C to shoot
- Press X or M or V to use your bomb
Bomb
Your bomb clears all enemy bullets from the screen and deals a moderate amount of damage to all enemies. Use it to get out of a tight spot instantly. But beware: they come in limited supply.
Pickups
During the game, enemies will drop a pickup when you earn a certain number of points. This pickup will flash between a life pickup and a bomb pickup. Collect it at the right time to increase either your lives or bombs by one.
Scoring
Shoot enemies to increase your score. The score an enemy type gives depends on its difficulty. Enemies that are attacking (moving down toward the player) give double the points when shot down.
Credits
Shmoopy is based on the

Duct-taped together a little fixed shooter in the style of Galaga and Space Invaders.
It's less a "prototype" than it is half-complete. What's here has essentially the full gameplay loop and there is a win condition that triggers on completion of the last implemented level.
The level data and associated functions need some massaging. Eventually, the goal is that each stage has its own theme, but the current 8-bar loop for the title splash and stage 1 serves the purpose; SFX is mostly complete. The animations at present are extremely basic. The stage transitions have functioning dynamically-sized title cards to which I'd like to add art assets for the planets once I get them in an attractive state.


Following cold on the heels of my earlier Quick 'n' Dirty Galaxy Generator, here's another little toy cart that'll ultimately be part of a larger effort. Right now it's a pretty basic dice-based endless space battler. You control the ship on the left, the computer controls the ship on the right. Blow each other up using the power of six-sided die!
There's a laundry list of to-dos here, including making the weapons modules a bit more balanced–right now it's kinda all-or-nothing for how useful a module is in a fight. As with the QnD Galaxy Generator, the intent here is to deterministically generate a vast array of different ships from a single seed, allowing for ultra-compact save files.


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Snekburd is a Pico-8 demake of Snakebird, by Noumenon Games, with new puzzles and mechanics! Navigate the snakebirds to eat all the fruit and head through the portal to complete the levels on each island. The first island's levels should serve as a quick tutorial to new players or a refresher for returning ones. The game featues about 70 levels, ranging from mostly easy to absurdly hard. Of course, if you haven't played the original Snakebird games, I highly recommend them. Especially Snakebird Primer if you find this demake too difficult.
Controls
- arrow keys : move
- Z/C : undo
- X/V : switch control









