Yes! It’s a nonograms game!
A wholesome and satisfying puzzle game with 16 original 15x15 puzzles to complete!
Features!
- 16 puzzles of (roughly) increasing difficulty.
- Puzzle progress autosave! Take a break, pick up where you left off.
- Happy little sounds! (And the option to turn them off if it’s not your vibe.)
Controls
- D-Pad/Arrow Keys: Move cursor
- 🅾️/🅰️/C key: Place brick
- ❎/🅱️/X key: Place cross, clear space
Yes, yes… but what’s a nonogram?
If you’ve ever played a Picross, Pic-a-pix… you know the drill, have fun! If not, here’s the rules:
- Fill the grid with yellow bricks in the right combination to win!
Bubble Pop
A simple ball catching game trying to capture the fun of blowing and catching bubbles in the backyard as dusk approaches.
My first ever pico-8 game created for and largely designed by my 3 and 5 yr olds. Thanks boys, this was fun!
Controls
Start / Game Over
❎ or ⭕ to start game
Game
➡️ blow a new bubble (if you have full bubble wand, increases score multiplier)
⬅️ move bubble wand left
⬆️ move bubble wand right
In game all controls are d-pad as my kids seemed to do better with fewer inputs.
Gameplay
Got inspired by Devine and their work on letter detection. Went down a couple different paths, ended up with this (non-unique) idea of splitting up the alphabet into 4 parts, allowing for any letter in 3 or less dpad entries.
This is a prototype. Not sure how I'd want to allow for other punctuation, or numbers or even "done-ness" of entry. But it "works" enough for a quick show/prototype.
I've been working on a little tweetcart so that I might have something to actually release while still at work on more ambitious projects.
I was able to get it down to 272 chars. It runs at 60fps.
Edit: Used up the last few characters fixing a bug, refining the decay and adding some slight interactivity. Some chars can probably be reclaimed by combining the loops somehow (and using goto instead) but I'll probably just leave it at this.
It starts slow and continues building over time. Enjoy!
I started this game last year. I need to finish it.
There's no story yet. It was just artwork I came up with as I really want to build a platformer.
Also I hate how gingers are portrayed as bad guys in movies (as I am one - ginger I mean).
There's mean koalas... and yummy bananas...
There's also double jump.
And a song I got from the forums. I will credit the artist in the game as soon as I remember where I pulled it from.
[ THINGS I HAVE LEARNED ]
- Using bigger than 8x8 sprites
- Using mulitple collision checks
- Using tables
BLOOD OF VLADULA JR. is a 2D platformer inspired by the platformers on the Nintendo Game Boy system. Jump, run, bonk monsters on the head, and turn into a bat, through 8 different levels, including a final boss stage. Help Count Vladula jr. regain the respect of the monster community and defeat his arch-nemesis.
TRAILER
CONTROLS
ARROW KEYS - Move
Z - Jump/(mid-air)Bat form
X - Lift/Throw
P - Pause menu
Note: You can switch Z and X in the Pause menu.
HOW TO PLAY
Game Description:
Dive into the exciting world of "Trash Trek," a thrilling boat game where you play the role of an eco-warrior on a mission to clean up the ocean. Steer your boat through challenging waves, collecting trash to score points and help save marine life. Dodge obstacles like plastic bottles and boulders to keep your boat afloat and complete the mission within the time limit. Can you sail through the dangers, collect enough trash, and become the hero the ocean desperately needs?
Controls:
'X' Key: Rotate your boat to navigate through the waters and avoid obstacles.
Objective: Collect as much trash as possible to earn points and contribute to environmental conservation.
Time Limit: Complete your mission before time runs out. Keep an eye on the clock!
Prepare for an eco-friendly adventure in "Trash Trek" and show the world that you have what it
This is a game I started at the beginning of the 2023. I wanted to create something simple while learning PICO-8. As you can tell the game is not finished but I am working on completing it during the next few days. I code while at sea and that can be difficult to make progress while working.
There are still things missing. My biggest hurdle is to make the game feel balanced. Right now it is too easy.
[ THINGS I HAVE LEARNED ]
- Using bigger than 8x8 sprites
- Collision boxes
- Starting to wrap my head around using functions within tables (OOP?)
My first real Pico-8 game, a port of Paku Paku, a 1D Pacman game by Kenta Cho, with some small changes and added features.
I think it's pretty fun, but would appreciate any feedback! Also interested in seeing how high your scores can get. My current best is 8,223.
Controls
Press 'x' to start, and change the direction with the left and right arrows.
While the ghost is red, it'll eat you, but if you eat a power pellet, it becomes briefly weak, and you can eat it.
Scoring
- Each basic pellet is worth points equal to your current level.
- If you eat the ghost when it's weak, you'll get 10 times the current level.
A clone of the PAKUPAKU JavaScript game.
https://abagames.github.io/crisp-game-lib-11-games/?pakupaku
Prototype with boost feature and directional controls
Hello, And welcome to Hell!!
Disclaimer: all of these mods are very difficult!! Difficulty differs between mods, so don't be upset if one is too difficult.
All of these mods require precise movement or speed tech. You can find tech required here
This page will update with new mods over time! check back soon to find more challenges!
These mods will be broken up by their difficulty and type. here is a difficulty key:
------------------------------------
--Difficulty levels
Easy : Few speed tricks - mostly just precision
Medium : Some speed tech, like pass throughs and spike jumps, and more precise tech
Hard : Lots of tech, including clips and other wacky momentum jank. very precise.
--Dashes
1Dash : You have one dash
2Dash : You have 2 dashes
0Dash : no dashes!!
Gem : mod contains gem
--Mod length
One Screen : self explanatory
Short : 1 or 2 levels
Hello! I was working on a 2D platformer, and I was wondering about how to make enemies. The cartridge that is attached above (I hope it is attached) shows a small demo of the game thus far.
(NOTE: this is based off the Nerdy Teachers 2D platformer tutorial)
As you can see, there is collision, semisolid platforms and even some spikes that can kill the player however, I am focused on the "frog" on the middle left platform. So far I have gotten it to walk forward and change directions when hitting sprite 2 (left turns) and sprite flag 3 (right turns). But I cannot for the life of me get the frog sprite to flip when turning. More importantly I cannot get the frog to kill the player like the spikes do. If you have any ideas or advice about the enemies or just in general please crack open my code and take a look.
just snake, but better and with different stages (wich google's doesn't have)
sorry for bad music
if you find any bugs, please leave a comment and i'll fix it
1.1.1 changes--
----changed main menu
----changed pause menu
----added a restart option
----better stage transition
----you can actually win
1.1 changes--
----better death screen
----better pause menu
----smaller token count