
Let me know what you think! A demo, 15 levels, no sound or music yet, working title, etc.
A first attempt at a pico8 chess engine.
Move generation is currently unoptimised so AI is fairly slow and doesn't have a great depth search.
-- Controls --
Use arrow keys to select a piece
Use z to confirm
Use x to disable AI
Finished the tutorial from "Gamedev with PICO-8!" I changed a few things for aesthetics, but otherwise its the same game lol.
I never would've understood what the workflow looked like or how to use all the different tools without help, so thank you to the people who made the zine!
About
PICO-8 WIP port of RetroSouls Alter Ego game
You control a hero who has a phantom twin, his alter ego. When the hero moves, the alter ego moves too in a mirrored fashion. In some levels the movements are mirrored horizontally, in other ones they are mirrored vertically. You can switch between the hero and his alter ego limited number of times in a level…
Controls
- arrows = walk and climb
- Z = Switch place with ego
- X = Switch place with ego
Contact
Links
Sources: GitHub
AIC

This Celeste mod does in addition to changing some sprites.
It also makes Celeste's levels a little bit easier.
Starting With Basics:
Right off the bat I got used to the environment. Seeing all the different menus, EVERYTHING IS CAPTIAL, where code goes and general feels. I really do like the aesthetic of the whole environment. Than I began like anyone does with going to YouTube and typing pico 8! Coming from C++ and Java the set up was interesting to learn. _Init, _Update and _Draw are all different functions to put certain other functions in, how crazy! With the tutorials I learned basic of variable setup and making shapes on screen AND MADE MY FIRST PICO 8 PRODUCT! I call it .rainbowshape which just creates a rainbow shape go figure:
<- Wow now that looks cool I think...
✨✨✨✨rainbowshapes✨✨✨✨
Sprites Are Hard
With the basics underway I began tutorials on 2D sprite movement and notice how bad I am at pixel art. Granted I have never done it before but trying to draw a little guy is harder than it seems. I have to think about size and shape? What if I want to make an octopus, how do I do draw that in 8-bit??? BUT with some more practice I actually made a little Link's Awakening prototype.
I think going from the tutorial of one little guy to a whole little link is an improvement in my eyes for only a week!

What the tutorial taught me

What I created using the tutorial
Closing Remarks:
Overall I think this will be the start of something I find neat! My next plan is fixing the weird movement in my Link game. For some reason he jumps back and forth many spaces when pressing the button again. But my overall plan is making one decent game by the end of summer break and hopefully fulfill that goal? Whatever the case I know I'll be screaming a lot along the way wooooooo!
Until next time,
See yah! See yah!
-Wafflet 🧇
In Ghost Detective's first case, you float around a house, take photographs of evidence and solve a murder.
Be tactical about what you want to know more about, you only have a limited amount of photos. But no pressure – after your first run, you can always go back and find every last crumb of information.
Arrow Keys to move
X to take photos
Z/Y to whistle
v1.2 adds an option to disable screenshake
You can also find the game on itch.io:
https://snobird.itch.io/ghost-detective



BUTTERPAN [v1.0.0]
STORY
Its Butterpan! Join butter boy on his slippery adventure. try not to melt while gathering all the coins and gems! But watch out! Sometimes the pan gets really hot or someone drops a crab into the pan! See how high of a score you can get!
CONTROLS
arrow keys to move
[o] button to dash
[x] button to shoot hot butter
the meter on the right is how much butter you have left, if it drops to zero you lose.
Extras
this is my first pico-8 cartridge! I could use some feed back on the game and its game play. Have fun! (my personal best score is something like 5000 points)
Controls
Arrows to move
X to jump
O to shoot
What to do
There is a target practice but apart from that there isn't much, it is a WIP
About this game
This is my first Pico-8 game, my plan is to make it into a kind of Platformer-Metroidvania in the future but that is a long way off
During an late evening, I've written a small music demo with music from the Super Mario Bros. to experiment with dynamically loading music into the SFX and pattern banks before playing for more complex scores.
It's not quite finished yet, here are the tracks currently implemented:
- Overworld
- Castle
- Starman

Jam version:


Controls:
Arrow Keys - Menu navigation
X - select / hook / unhook
Description:
The first version of this game was made over a week for the Illinois State Summer 2022 game jam. Theme: Momentum
Swing between anchors and get to the heart! Avoid hitting walls or losing your momentum. Maintain momentum by hooking onto anchors when you are tangent to them. Hooking onto anchors at a bad angle will cause you to lose momentum. If you lose too much momentum you will stall and have to start over.
Features:
- 14 Levels
- Save data for best times on each level
- Practice mode for improving times on specific levels. All levels are available from the start
Update v1.1
- Added predictive camera
- Added option to change controls to hold instead of toggle
Update v1.2
- Fixed bug with o key crashing game
Assets used:
- "Nostalgia" by @gruber_music
- A few sprites and a level (13) from my previous game Nemonic Crypt used as an Easter Egg.
- Sash Text adapted from Nemonic Crypt, originally adapted from Breakout Hero by @LazyDevsAcademy
Can you beat my best times?

Simple tweet cart project made in an interactive random spiro shapes generator.
X to reroll
C to switch to disco colors
Tweetcart : https://twitter.com/IvanJoukov/status/1526962572083269632
Another iteration of Conway's game of life this time using drawing tools and tables.
Every now and then I get directed to a BBS post with a cart that I genuinely to see, but which is making my headphones screech into my ears because it's so loud.
Thing is, I already have both my system volume and my app-specific browser volume set to sensible levels for all other content, so I can't reasonably dial down the volume pre-emptively.
Unfortunately, sometimes it's appropriate for a game to do something loud, albeit briefly, so I wouldn't expect you to limit it in the player either.
Really, I think the solution is to have a slider of some sort on the web player. Even if it's limited to 8 different levels, like PICO-8 is internally, that'd help.
Maybe if the user right-clicks (or presses and holds) on the speaker icon, it pops up a slider that can be adjusted?
I dunno if it should be persistent and/or global. For reference, Youtube seems to be both, i.e. the most recent change you made becomes the default for the next video, regardless of how many windows you have open with different settings.
Thanks!
SKELETHRONE!!!
the best spelunkylike on the market is back for the fourth time, even more goty than last years!!!
update of the classic skelethrone made for #3CJAM
https://www.lexaloffle.com/bbs/?tid=30157
CONTROLS
X - SWAP ITEM
Z/C - USE ITEM
INTRUCTIONS
DIVE INTO DEPTHS AND REACH THE SKELETHRONE
FEATURES
- 60 FPS HIGH SPEED GAMEPLAY
- 16 COLORS PALETTE TECNOLOGY
- NEW SECRETS
- FULLY FLEDGE DIABLO ON MOBILE
This is a simple version of Conway's Game of Life using the map and mget functions. It assumes toroidal boundary conditions and always starts as a random grid.
Here's a graphics and sound demo I put together over the past few days.
Trifill function (p01):
https://www.lexaloffle.com/bbs/?tid=31478
Custom font tool (zep): #font_snippet