Hi, this is my first game made in pico8 (and in general).
Controls
Just press up and down to control the player, X to start and restart the game.
Rules
There are a total of 3 levels, that will be triggered depending the amount of columns the player travels.
Two types of enemies (red ghosts don't move, while pink ghosts have a fixed movement).
Also, there are two types of pills to swallow and score points (regular and magical pills). Magic pills turns ghost into blue ghost that can be eaten, as expected.
How it works
An endless road of obstacles was created by grouping elements into patterns, patterns into blocks and group of blocks into superblocks. These superblocks are used to create the levels.
Pysical copy
Lil Red
Today is a day, like any other on the way to grandma's house, but today
you lost the SANDWICH!
Collect different abilities, while exploring this beautiful world, to help
you find the sacred SANDWICH 🥪.
Controls:
arrow keys to move
C to jump
X for ?????
D for death
Menu for Map🗺
❗️❗️❗️
Just noticed something
You can still move while viewing
The map.
So don't do it or you'll break the Game
❗️❗️❗️
Credits
Code/Art/SFX/music: me
Created during Metroidvania Month Game Jam 19
1.1 Upgrade
New stuff:
- 3D map menu
- better item collection
- effects
- NEW hut
- better map
Controls
Z - Jump
X - Switch
Arrow Keys - Move
Game
Guide the little robot to collect all the music notes.
You won't be able to continue if you don't collect them all, so make sure to be thorough.
Switch red/blue objects on and off to get all the notes and reach the goal!!
Thank you Simon for additional coding help and for teaching me how to use PICO-8 :)
Game created during the Spooky Game Jam Strasbourg in November 2022.
It is late, the child is in his room. The child wants to pee. The child is afraid of werewolves... But as Dad says, werewolves don't exist and the child has a flashlight!
Use the ⬅️ and ➡️ arrows to move and "c" (❎ on phones) to jump.
Have fun !
UPDATE 4/8
Added 2 new types of projectiles
- Bomb:
- Explodes when colliding with any surface, shooting out 3 balls
- Jumping over is worth 3 points (no wall jump bonus)
- Emits an explosion effect
- Freeze Bomb:
- Explodes when colliding with player, ground or ceiling
- Freezes player for 2.5 seconds if within radius
- Player cannot move & still takes damage
- Emits a frost explosion effect
Added 2 new level features
- Spikes
- Damages for 1 health when fallen on & bounces player upward
- Platforms
- Can be jumped up through by player
- Projectiles are not affected by these (will go right thru them)
Added level & level transition system
- Fixed camera not tracking correctly between levels
Added combo system
- UI in top right corner to indicate multiplier
- Multiplier reset if damaged / go to next level
- Threshold to reach next multiplier is increased with each level
- Made score particles reflect multiplier amount
Added lives system
Added a new level to introduce the bomb projectile and another to introduce the spikes & platforms
Fixed some collision issues with player against walls & projectiles getting stuck in terrain
Added coyote time (jump buffering) of .2 sec
Added invincibility effect when damaged and when starting level
- Player can move but cannot destroy any projectiles nor be hit
- Goes away after 1.5 sec (hit) / 2 sec (level start)
Added screen shake when damaged
Made it so that projectiles can only be destroyed when a player has jumped and is within a certain amount above the projectile. This way, falling off a ledge or platform without jumping doesn’t give you the point, and you have to be close to whatever you’re jumping over
- It was too easy to jump over a ton of projectiles and rack up mad points before if you got up to a high spot
Made things much more adaptable overall:
- Can add or remove ball types to each level separately, including giving them a variable spawn rate each time
Made it so that the regular balls’ spawn rate does not increase gradually over time
Reworked player UI
Playtest #2 for da gameburgerlers
Controls
Left/Right Arrow Keys - Move
O (C key) - Jump
- Continue (in menus)
X (X key) - Jump to next level (FOR PLAYTEST REASONS)
- Retry (in menus)
Rules
Score as many points as possible before dying!
Points are scored by jumping over a ball.
-1 point: jump over ball
-3 points: jump over a ball using a wall jump
Balls damage player for 1 health if colliding.
spikes damage player for 1 health and respawn them from starting position.
Springs bounce player.
Credits
gameburg
A very old type of computer role-playing game.
How to Play
- Your health will recover and your progress will be saved at the town inn (the place with the "I" sign). It doesn't cost gold.
- Poison can be cured by potion.
- When food runs out, HP gradually decreases.
- You won't encounter monsters on paved roads.
- Press Z search the current square.
- Press X to open the menu.
- Weapons and armor can be equipped from the item column of the menu. Items with a letter (E) are equipped.
- Warhammer and bow are two-handed weapons, so shields cannot be equipped at the same time.
- Use the spell ESCAPE to escape from dungeons and battles.
About combat
- You can attack distant enemies with a bow.
- When you encounter an enemy, you may be far away from the enemy.
- Use the MOVE command to approach the enemy.
- Use the WAIT command to wait for the enemy to approach.
- You can run away from enemies with the RUN command. However, you will receive additional attacks from enemies.
Simonus Quest is a quick game about escaping the dungeon. In Simonus Quest, you play as Simonus Perivan, a wizard who has been captured and imprisoned in a dank dungeon. You must collect the Dark Keys and escape by finding the Magic Ruby.
V .1 is the first working prototype of Simonus Quest. You can walk around, pick up keys, check your inventory, open doors, get killed by spikes, and win the game by collecting the magic ruby. At the last moment, I made Simonus two tiles tall instead of one. The next version of the game will center around a sprite that is two tiles tall, which will allow for some different puzzles and things. There is currently no collision detection on Simonus's lower half and the map has yet to be reworked, so you will just have to imagine you are the hat only for now.
Backwards: Credit goes to TetraPengwin. This makes the controls inverted
Invisible: I made it myself!
Elliotteste: Made by StrongSand94191, celeste mod.
Richter 8.5: Also made by StrongSand94191, makes it so every time it screenshakes, the shake gets bigger.
Marathon-Safe: Credit goes to J. This makes it so that you have to get the stawbberry to pass the level or you restart the level.
The Sky has been blacked out into an endless night with the stars constantly shifting and falling.
The Nightmare Knight has awoken and breaks havoc on those who try to sleep through it.
It's up to the starborn Safire and her two magical friends to stand up and put an end to the endless night!
Jump and fight your way up through this vertical platformer through variouss short levels.
But watch out, dying means starting over!
Choose between 3 characters that have varying abilities that gets stronger as long as you keep up a combo streak:
-
Safire has a short range fireball, maintain a combo to make her fire stronger and regenerate faster.[8x8]
Playful proposal by PBeS Studio produced in 47 hours during the Spriiiing Game Jam organized by the Coin @extracoin association from March 24 to 26, 2023 in Metz --
Theme: setbacks .... Our interpretation: when you suffer the setbacks of life you have to know how to take life on the back .... Don't let Chat GPT do anything in our video games. - 10 minutes to reach the end of the game.
In french CHAT means cat .... you know it's funny ha ha ha
PBeS Studio is :
@gatetan54 -- GG / @ampir -- PieRo