This isn't 100% complete but I made this tileset as a little detour to the project I'm currently procrastinating on. I encourage anybody and everybody to expand on the ideas presented here. I just made this post quickly because I wanted to post this somewhere so it's not just sitting on my hard drive until the end of time. I don't really intend on finishing it but here's what I did do:
All playing cards + variants
All planet cards
All tarot cards
All spectral cards
Card pack base
6 joker elements (~20 or more of Balatro's standard-looking Jokers can probably be made with them)
Interaction icons
NOT done...
Most non-standard jokers
Vouchers
Tags
???
Here's some mockups...


And here's the sheet:

Duckling 1.3
You need to save the little one, won't be easy
Controls:
- C/n to jump
- tab for player 2
- left/right to switch jump direction
- up on each first level from a new world to switch your character
Modes
- Normal mode
- Team mode
- Hard mode (finish the game and reset)
- ????????? (finish the game in hard mode and collect all turnips)
- ????????? (????? ??? ?????? ????)
About
One of my first games ever, I was too lazy for almost a year to bugfix and publish it. but now I finally did it. have fun and please feedback :)
Changelog
- Added hard mode, and some other stuff like ??? and ???
- Polished the game a bit, and fixed bugs




function _init()
game_over = false
make_cave()
make_player()
end
function _update()
if (not game_over) then
update_cave()
move_player()
check_hit()
else
if (btnp(5)) _init() -- restart
end
end
function _draw()
cls() -- clear screen
draw_cave()
draw_player()
if (game_over) then
print("game over!", 44, 44, 7)
print("your score: " .. player.score, 34, 54, 7)
print("press ❎ to play again!", 18, 72, 6)
else
print("score: " .. player.score, 2, 2, 7)
-- Display health
print("health: " .. player.health, 2, 12, 7)
end
end
function make_player()
player = {}
player.x = 24 -- position
player.y = 60
player.dy = 0 -- fall speed
player.rise = 1 -- sprites
player.fall = 2
player.dead = 3
function _init()
game_over = false
make_cave()
make_player()
end
function _update()
if (not game_over) then
update_cave()
move_player()
check_hit()
else
if (btnp(5)) _init() -- restart
end
end
function _draw()
cls() -- clear screen
draw_cave()
draw_player()
if (game_over) then
print("game over!", 44, 44, 7)
print("your score: " .. player.score, 34, 54, 7)
print("press ❎ to play again!", 18, 72, 6)
else
print("score: " .. player.score, 2, 2, 7)
-- Display health
print("health: " .. player.health, 2, 12, 7)
end
end
function make_player()
player = {}
player.x = 24 -- position
player.y = 60
player.dy = 0 -- fall speed
player.rise = 1 -- sprites
player.fall = 2
player.dead = 3
I'm proud and honored to have been interviewed in Retro Gamer issue #268 about being a PICO-8 gamedev. Big thanks Andrew Fisher who runs the homebrew section at Retro Gamer for the opportunity to share a little bit of my story. The issue is the one with the Mega Drive on the cover and it just hit shelves here in the US in March (last month in the UK). Barnes & Noble stores carry it but you can also get a subscription online - highly recommended.
It's only 4 paragraphs and few screenshots but it's still neat to see yourself a video game magazine...long time reader, first time featured :) I'm not sure if my story or games deserve such a spotlight but I'll take the 15 minutes of nerd fame. And anything to shine some more light on PICO8 is always part of the mission as well...according to the article, I'm an "advocate" lol




Goal:
Dig as deep as you can!
Movement:
Press and hold a direction to accumulate charge, and let go of all direction keys to slingshot the ball in the desired direction.
Available charge accumulates over time, and is displayed at the top of the screen.
The faster the ball, the more damage it deals.
Score:
Bricks spawn with varying health. Each time a brick is destroyed, its initial health is added to your score.
Power Ups
2x doubles the amount of points bricks provide.
4x quadruples the amount of points bricks provide.
Maximum Charge keeps available charge at the maximum amount.
Maximum Damage allows the ball to destroy any brick upon contact, regardless of speed.




Do you have examples of carts that imply that pico8 actually existed? Like with an authentic cart label or a "copyright" disclaimer, or something like a pdf MANUAL included with the game, just like how real game cartridges were distributed back then?
I really like the idea of implementing something like this in my games. Here's what I did for one of my tools:

This only extends to the cart label having a "studio" name, a pico8 logo and a creative commons license logo though.


This is a simple adventure game I made for my son, who is 3 years old. He loves the old Zelda games, but obviously he has trouble with the dialog parts and the puzzles. He also loves trucks, dinosaurs, and to write music with me. He even helped write the music for the game!
I resolved to make a game in the same style as those games, but MUCH simpler.
Main features:
- No dialog or reading required.
- Simple, randomly generated terrain features
- Randomly spawned enemies (3 types)
- Randomly located boss (a fire-breathing T-Rex)
- Randomly placed treasures
- Consistent land features (field of tall grass, beach)
The goal is to go around and get the 3 treasures, then return them to the giant toybox in the middle of the map. The treasures are scattered around the map: