So i was trying to make an ASCII style procedural runner with a death wall that constantly approaches and enemies to dodge and spike traps to avoid. Im kinda stuck and am getting an error on line 29. Any ideas?
-- ASCII RUN
-- Constants
player = {x=20, y=64, vy=0, on_ground=false, sprite='@'}
ground_y = 96
gravity = 0.3
jump_power = -2.5
death_wall_x = 0
speed = 1.5
score = 0
level = {}
define_tiles = {
[' '] = {solid=false}, -- Empty space
['#'] = {solid=true}, -- Ground
['^'] = {solid=true, deadly=true}, -- Spikes
['E'] = {solid=true, deadly=true} -- Enemy
}
-- Generate procedural level chunks
function generate_chunk()
local chunk = {}
for i=1,16 do
local tile = ' '
if i > 12 then
tile = '#' -- Ground
elseif i == 12 and math.random(1, 5) == 1 then
tile = '^' -- Spikes
elseif i == 11 and math.random(1, 10) == 1 then
tile = 'E' -- Enemy
end
add(chunk, tile)
end
return chunk
end
function init_level()
for i=1,32 do
add(level, generate_chunk())
end
end
init_level()
function update_player()
-- Gravity
player.vy += gravity
player.y += player.vy
-- Collision with ground
if player.y > ground_y then
player.y = ground_y
player.vy = 0
player.on_ground = true
else
player.on_ground = false
end
-- Jumping
if btnp(4) and player.on_ground then
player.vy = jump_power
end
end
function update_level()
-- Scroll the level left
death_wall_x += speed
score += 1
-- Remove old chunks and add new ones
if #level > 0 and death_wall_x % 8 == 0 then
deli(level, 1)
add(level, generate_chunk())
end
end
function check_collision()
local px = 2 -- Player's x position in array (adjusted for indexing)
local py = flr((player.y - 64) / 8) + 1
if level


Sweep life's troubles away!

Controls
Move with the directions/arrows
Sweep left and right with the buttons (sweep directions can be flipped in the pause menu)
Hold both buttons to auto sweep quickly
How to play
Sweep the various troubles into groups of 3-5 before sweeping them off the right side to score points.
Game over when the time runs out, a group of 6 forms, or 42 troubles are on the board.
Made with help from
ThaCuber's vector.p8
Gruber's Pico-8 Tunes Vol. 2
Updates
Mar 23, 2025


an interactive drawing tool to create and explore unpredictably chaotic black-and-white graphics

This cart has already had its ID written to the bottom of the MAP (x:0-127, y:32-64).
When you run it, the following processes are performed.
- Change the drawing target to the sprite sheet
- Call
rectfill()
with color 0 on the bottom of the sprite sheet (shared with the bottom of the MAP) - Change the drawing target to the screen
- Draw the bottom of the MAP
The screen should turn completely black as expected, but the MAP continues to draw what it was before it was updated.
Finally, it calls cstore()
to exit, and when you run it again, it will update to a completely black screen.
https://goblindriver.itch.io/murdercrab <- gotta download the carts here if you wanna play.
https://www.youtube.com/watch?v=9iiId70Op0o <-- gameplay
Murdercrab! A 5 stage caravan thing that I'm currently tweaking. There is a bug or two but should be able to make it all the way through to the TLB. There are lots of knobs under the hood to mess with level scaling and balance, let me know if you come up with a good balance. I'm still dinking around with the bullet patterns as I'm not really happy with them atm.
Ripped all the music from pico tunes, so all credit goes to gruber for music
Update 1
I found the fun
Most of the balancing and patterns are in a better state, although the game is too easy.
The core gameplay loop is locked for the most part. I'm still chasing a couple of errors and bugs, especially with the hi score.
Next step is to split it in to two carts and polish
Update 2
did the split and a little polishing. High scores still broken.
Hmm, ill have to figure this out later, it's not loading right in the BBS. If you download both carts you should be able to play it fine. Start with the menu cart
Well, this is no pong.
This game was made for the NOKIA 3310 JAM 6, in like 2 days or so.
The entire game was made in only like 823 compressed bytes! which is like a 1/20 of the original donkey kong game :O
Check out the original jam post Nokia Jam / Nopong
READ THE CONTROLS!
- Left and right to move
- DOWN TO GAIN MOMENTUM DOWNWARTS
- you have to keep your height to break the blocks
Gain points by breaking blocks,
when you break all blocks you have to die ONCE and then go on the platform again,
I recommend playing it with sound, have fun :)

We are holding our next big PICO-8 giveaway event in April!
This time we are holding a Game Design Jam on itch where participants can win a PICO-8 license just by planning and designing the game they want to make!
Starting April 1st and running the whole month, we will provide a template document to make it easy to write down the game ideas and plan it out in detail. Open to all ages and experience levels!
Itch.io Jam Page
I know most people here already own PICO-8, but you can help us spread the word!
You're also welcome to join too if you just want to try out the Game Design Doc template we made and see if it helps you work out the details of your game. When you submit, there will be a checkbox to opt-out of winning a reward.
Share this post or other announcements:
Youtube |

Controls
⬅️➡️ - Move crabby left and right!
Z / X - Blow bubbles!
Crabby Human Rescue
Save the people sinking into the deep sea! See how many you can save by the end of the level by blowing bubbles to keep them afloat! Just be sure to position them near the magical gateways so they can be teleported to safety. Just be careful and don't ever let them EVER touch the ground.
Credits
Developed by BlueTieCasual and Sky Chan


Pico Party is a... I think, 95-98% finished?? ...demake of a Mario Party concept. There's a bit of polishing to do still, and I'm having some trouble getting minigames to stay engaged (which sucks because I rescoped like FIVE TIMES to make them fit in the first place); so it hurts a bit to call it for now. I'd really welcome some code feedback. There's still one or two crashes or softlocks I'm trying to work out.
I'd also like to make more graphical polish around the player characters - I ended up scrapping a lot of the finite state machine I had planned for action games, sadly; and sprite page 4 was always supposed to end up being a different skin altogether. Currently, players are differenciated by their pallete only.
Hi, people. I like this project, but I wonder if there is some complete list of the carts for easy download like TIC-80 has: https://tic80.com/api?fn=dir&path=play/Games
When I want to download all the carts for my Batocera installation, I have to scrape whole website what is resource consuming. Would it be possible to make some complete list to simplify download? Thanks!





Does anybody remember rock-falling puzzles?
Our first PC, back in the late 80s, was an Olivetti M20. It didn't have many games: Battle Chess, Crazy Golf, Solitaire, Digger and this weird little falling-rock puzzle game called Felix. This last one seems to have been completely lost to time, so I thought I'd try and recreate the mechanics as best I remember (it was like 35 years ago). The garden theme was added after.
It would be interesting to find out if there's a reason these type of puzzles died a death.
The game is tricky, but I assure you it can be completed. (My PB is 437 steps)
Update:
-Added clarification if keys are used in the wrong door
-Added extra checkpoint near beginning





