I have finally released my first game/demo for pico-8! It's and endless runner that it's main concept is that you can flip or invert the world. The idea came about after reading through the Playdate SDK and seeing there was a way to flip the colours on the 1bit display. I thought I'd prototype on pico-8 first and then port to the Playdate console. The port is going well and I hope to have it released by the weekend. I will attach a link to an itch.io page when it is ready.
The code is not the most efficient but if I do decide to extend this then I will work on not loading in and inverting the whole map on each Z button press.
-- UP or X to jump
-- Z to invert the world
Hard difficulty gives you checkpoints while insane difficulty takes them away.
I've also added a combination of keys to take you back to the main menu which is Z + X + DOWN. If you'd like to reset your progress I'd use this command then select insane difficulty to reset your game position.
Please let me know if you find any bugs. Also comments and criticisms would be much appreciated.
Save game bug has now been fixed.
Help Lucy drink all the lemonade she can find. But watch out for the wasps.
A little game made for summer jam.
I found a better solution for the bullet issue thanks to an fellow anonymous gamedev. Turns out I did not need to use "poke" at all. So, yeah. Also, I hope to make this is the final update. Let me know how it goes though. For now, I need a break.
Realized how too easy this game is, so I changed these:
Score system from by 10 to by 1
This makes sure that the score doesn't overflow into the negative.
- How bullets behave:
Bullets now won't appear as much. Also, bullets will now disappear after you hit enemy.
[UPDATE] Fixed bullet hitbox.
My first Pico-8 game that actually is cool. <3
An endless shmup where you shoot down enemies in the night sky and score points. How high can you go?
Controls are listed in game, but just in case...
- arrow keys = move your ship
- z = confirm
- x = shoot
Enjoy and have fun.
[EDIT] Nevermind, see [UPDATE#3] above.
Just some music and a little demo for a school assignment.
Some inspiration from Dandara :)
edit, made drumbeat more noticeable, changed graphics, more tweetcart besides music.
Hello, everyone! This is my first PICO-8 game, started on an airplane with no wifi and finished as a fun little shmup toy while I was out of steam working on my main project.
Spiffy Spaceguy is an endless 80's-style side-scrolling shooter. Powerups will either switch your weapon type, power-up your current weapon (if you choose the same powerup style as the weapon you currently have,) or heal you. Different weapons have different strengths and weaknesses; play with all four to find your favorite!
While this is technically a work in progress, it's pretty complete. Have fun!
(PICO-8 is a delight to work with. I could see never going back to making larger games...)
Here is my Pico-8 version of Linjat.
Original game idea, levels from Juho Snellman
396 levels in 4 packs:
- easy (6x9) --> 99 levels
- medium (7x10) --> 99 levels
- hard (8x11) --> 99 levels
- expert (9x13) --> 99 levels
This is an exercise in whether I could and not whether I should try and write a primitive 3D engine within 1024 compressed bytes. Turns out I could but visually it would've been better to fake it. Nevertheless, I thought I would upload it here anyway. As it's pretty rough I won't enter it officially into the jam. It would be interesting to see how people from the community who are more proficient go about the same challenge.
It lacks any depth ordering so I put some dithering in there which I wanted anyway and helps mask the problem. Similarly I thought it would be cool to have a street light effect on the "road" so dithering was used there. It also has some really ghetto hacks to prevent clipping.
Thanks @freds72 for the tri fill code from SupaHex.
Maybe this one's better overall:
A bright yellow ship is launched at full speed across the universe.
Mission code is Fulmosago. The objective : a small and well-guarded planet.
Based on Basic Shmup Tutorial by Lazy Devs Academy.
In menus, press X or C to confirm.
In game, use arrow keys to move your ship.
The ship will shoot automatically when there are enemies. Hold C to force shoot. Hold X to prevent autoshooting.
- pink pickup restores health (or add one extra heart if health is full)
- orange pickup activates double front canons
- blue pickup activates side canons (auto-guided orbs)
Listen to the soundtrack on SoundCloud.
This is my second Pico-8 game. The Lazy Devs Academy tutorial series served as a basis. From there, my main goal was to tell a simple but impactful story within a limited play time.
❎ to select/confirm
🅾️ to display all captured cards
Knowledge of koi-koi is obviously highly recommended to enjoy the game, but here a quick rundown of the rules :
An hanaduda deck contains 48 cards, 4 cards for each month :
Each round, you try to capture card by matching a card from your hand with a card from the table with the corresponding month, then you reveal the top card of the deck and try to match it in the same way.
If you play a card without a match on the table, it will be discarded on the table.
The goal of the game is to gain points by forming yaku, and either ending the round to score your points (calling shōbu), or gamble your unscored points to to double them (calling koi-koi).
Gokō 五光 (10pts)
All five hikari cards.
Shikō 四光 (8pts)
Four hikari cards without Ono no Michikaze.
Ame-Shikō 雨四光 (7pts)
Four hikari cards including Ono no Michikaze.
Sankō 三光 (5pts)
Any 3 hikari cards excluding Ono no Michikaze.
Hanami de Ippai 花見で一杯 (5pts)
The sakura ni maku card and the sake cup card. Cumulative with Tsukimi de Ippai
Tsukimi de Ippai 月見で一杯 (5pts)
The full moon card and the sake cup card. Cumulative with Hanami de Ippai
Inoshikachō 猪鹿蝶 (5pts + 𝐍pts)
The deer, boar and butterfly tane cards, give an additional point for every additional tane card.
Akatan 赤短 (5pts + 𝐍pts)
All three poetry tanzaku cards, give an additional point for every additional tanzaku card.
Aotan 青短 (5pts + 𝐍pts)
All three blue tanzaku cards, give an additional point for every additional tanzaku card.
Akatan, Aotan no Chōfuku 赤短・青短の重複 (10pts + 𝐍pts)
All three poetry tanzaku cards, and all three blue tanzaku, give an additional point for every additional tanzaku card.
Tanzaku 短冊 (1pt + 𝐍pts)
Any five tanzaku cards, give an additional point for every additional tanzaku card.
Tane タネ (1pt + 𝐍pts)
Any five tane cards, give an additional point for every additional tane card.
Kasu カス (1pt + 𝐍pts)
Any ten of the twenty-four kasu cards, give an additional point for every additional kasu card.
As always with koi-koi, there plenty of variation of the rules, here the ones used in this version :
- The player always start the game as the oya 親 (first-player).
- Lucky hands : teshi 手四 have been banned, kuttsuki くっつき have no effect.
- Scoring 7 or more points in a single round double them.
- Koi-Koi count toward both player, meaning that when scoring, the points will be multiplied by 1 plus the number of time koi-koi was called. i.g doubled if koi-koi was called once, tripled if it was called twice and so on.
- Sake cup count both toward Tane and Kasu.
- enlarged card selector for better readability.
- added multiple sounds (yaku prompt, win, lose).
- added intro splash screen.
This is an entry for PICO-1K Jam 2022. The whole game fits in exactly 1024 bytes of compressed PICO-8 code.
Hold Z to charge laser. When laser charged, release Z to shoot rock.
When you shoot rock, gem fall out. Get gem. More gem got without shoot = more combo point.
Get 10000 point to become master of shoot rock.
I had a bit of time to tinker yesterday. I'm not sure what made me think of the old Infocom text adventures but here we are.
If you're familiar with Text Adventures (or Interactive Fiction) you may know that one of—maybe the—most popular tool for creating them has been the Inform language. The current version is Inform 7 but waaaaay back when I was first learning, it is was Inform 6.
Anyway, I decided to throw together a quick little IF authoring API loosely based on Inform 6. It is by no means complete or particularly advanced. Basically, I followed the first tutorial for the game Heidi from The Inform Beginner's Guide and implemented just enough to make it work. But work it does! Mostly. I think...
The command parser is extremely simple so don't expect too much from it. All commands should be in the form:
verb [noun] [noun]
Where the nouns are optional depending on what you're trying to do. So
e to walk to the east;
take object to pick up an object; and
put object target to put an object on/in something else. There are enough verbs, including synonyms, to complete this game and the API even lets you add new ones but don't try to be too creative with your commands. It was mostly just something to do on a Saturday afternoon so I may or may not develop it further.
The API clocks in at 926 tokens while the example game itself is only 173.
For simplicity's sake here's the code for just the game itself if you're interested in how it works. You can find the original in Appendix B of The Inform Beginner's Guide linked above if you want to see how the two versions compare.
-->8 -- example game: heidi -- adapted from: -- 'the inform beginner's guide' -- https://ifarchive.org/if-archive/infocom/compilers/inform6/manuals/IBG.pdf -------------------------------- -- defining the title screen story( 'heidi', "a simple text adventure written\nby roger firth and sonja\nkesserich.\n\nadapted to pico-8 from\nthe inform beginner's guide.\nby jason delaat.\n\n\npress enter to begin.") -- rooms and objects before_cottage = object('in front of a cottage') description("you stand outside a cottage.\nthe forest stretches east.\n") has(light) forest = object('deep in the forest') description("through the dense foliage you\nglimpse a building to the west.\na track heads to the northeast.") has(light) bird = object('baby bird', forest) description("too young to fly, the nestling\ntweets helplessly.") name('baby', 'bird', 'nestling') clearing = object('a forest clearing') description("a tall sycamore stands in the\nmiddle of this clearing. the\npath winds southwest through the\ntrees.") has(light) nest = object("bird's nest", clearing) description("the nest is carefully woven of \ntwigs and moss.\n ") name("bird's", 'nest', 'twigs', 'moss') has(container|open) tree = object('tall sycamore tree', clearing) description("standing proud in the middle of \n the clearing, the stout tree \n looks easy to climb.\n ") name('tall', 'sycamore', 'tree', 'stout', 'proud') has(scenery) top_of_tree = object('at the top of the tree') description("you cling precariously to the \ntrunk.") has(light) each_turn(function(_ENV) if contains(branch.contents, nest) then print('you win!') stop() end end) branch = object('wide firm bough', top_of_tree) description("it's flat enough to support a \nsmall object.\n ") name('wide', 'firm', 'flat', 'bough', 'branch') has(static|supporter) -- connecting the rooms before_cottage :e_to(forest) forest :w_to(before_cottage) :ne_to(clearing) clearing :sw_to(forest) :u_to(top_of_tree) top_of_tree :d_to(clearing) -- initialization function _init() location(before_cottage) max_carried = 1 end
This example game is very short with only four rooms and a handful of objects. The goal is to return the baby bird to its nest in the tree. You can only carry one object at a time—as defined by the max_carried variable in the _init() function—but an object inside of something else counts as a single object.
in front of a cottage -------------------------------- you stand outside a cottage. the forest stretches east. > east deep in the forest -------------------------------- through the dense foliage you glimpse a building to the west. a track heads to the northeast. you see a baby bird. > take bird you take the baby bird. > ne a forest clearing -------------------------------- a tall sycamore stands in the middle of this clearing. the path winds southwest through the trees. you see a bird's nest. > put bird nest you put the baby bird in the bird's nest. > take nest you take the bird's nest. > climb at the top of the tree -------------------------------- you cling precariously to the trunk. you see a wide firm bough. > put nest bough you win!
Some of the words have multiple aliases. Instead of 'bough' you could type 'put nest branch' and that would also work.
Four Fingers of Death 👊✋✌️
A rock-paper-scissors video game in a street fighter like evoirment? Yes, that is a stupid idea and I love stupid ideas. I made this little game in PICO-8 in one day so no damage is done and not much energy was wasted.
It turns out it is very accessible since you only need one finger to play it and you got all the time in the world to decide what you want to do next.
It's further accessible even without the need to press any keys at all: If you find someone to start the game and activate auto-battle for you.
Right now it's only playable here on Itch but I will release the PICO-8 cart image in the future.
How to play
Press C to start game.
Press left arrow, down arrow or right arrow to choose your weapon: rock, paper, scissors respectively.
Press C while in an active game to turn auto-battle on/off.
HI THERE!!! ヾ(•ω•`)o
(I might've messed the formatting up, so I may have to edit this a few times)
So I've been working on this project for a little over a year and now it's almost time to release it! I'm SUPER excited!!!
Above, you can play the demo. It contains the first two levels of the game and cuts off at the third. I hope you enjoy it! And lemme know if something goes wrong while playing it.
The concept originally came to me from a piece of artwork in the Famicase gallery (I think it was either the 2018 or 2019 one). The cart was called "TrainTrip". There wasn't a very detailed description of the artwork, so I started thinking up something very different from what one might expect based on that description. It eventually branched off so far and became such a big project for me, so I changed the name slightly, but kept it similar as a reference to the original artwork. Some other big inspirations for me were Kaiba, Night on the Galactic Railroad, and Galaxy Express 999, all of which feature a protagonist who is taken across different lands, but who has no control over the vehicle they ride or where they go (and yes, two of which feature trains). Obviously, I highly recommend those three animations.
Oh and here's a trailer:
And here's a playlist with the soundtrack:
I'll only upload music from the demo until the full game is out)
Aaand here's some cool art I made:
OK!! Thanks for coming to see my post!! I reeally appreciate it! <3
Teatime!v2 is a top-down 2-handed-keyboard roguelite shooter featuring experimental controls, 6 weaponTypes, 3 playable characters, and quirky mechanics. Free-to-play inbrowser on itch.io and the pico8 bbs.
Goal: Keep your cupHp and playerHp above 0 for 300s while preventing no-more than 10 leaf from entering your cup. When the timer hits 0, you are given 10s, from times [0,-10], to drink the tea before it spoils.
[LongPlay: Fewer leaf in your Cup will mean a higher score and potential bonuses]
Left_Hand: a|d: angle of fire s: fire; (tap)shotgun/sniper, (hold1)bomb/kinesis, (hold2)mg/poison f: (tap)grab-nearby/drop cup; (hold)drink from heldCup e: drop fakeCup shift*: (tap)toggle altWeapons; (hold) +/- turnrate while using a|d *spacebar/q added as alts Right_Hand: arrowKeys movement up/down/left/right k:return from game to menu(avoid during screenshake; offsets correct on replay)
See the itch page for full-manual/video/tips/releases/etc: https://cerbyo.itch.io/teatime
The machinegun & impact sfx may have an echo on the webbuild. Consider playing from splore(recommended), the.p8.png cart file, or binaries off itch if it's a problem.
v2 CHANGELOG: +Chippy's Gun & Greg's Blend now hidden unlockable-items for all characters(via menu on unlocked) +cupDrop damage changed from -25cupHp to -50cupHp +'k' ingame returns you to the character-select screen +obj-init/function optimizations +cart-description