
How to Play
Combo Galaxy is an arcade shoot-em-up game inspired by Space Invaders and Cherry Bomb. Destroy round after round of aliens in your path with your ship the Crimson Swift and try to get the highest score you can!
Controls
Keyboard
• Arrow Keys – Move your ship
• Z / N / C – Blast Lasers
• X / M / V – Deploy Star Bombs
Controller
• L Stick / D-pad – Move your ship
• A / Y – Blast Lasers
• X / B – Deploy Star Bombs
Star Bombs
Star Bombs are a collectible that defeated enemies will sometimes drop. Collecting it will increase your star bomb ammo count by 1 and the more ammo you have the more bombs you will deploy all at once! Collecting 4 Star Bombs will restore 1HP but also reset your star bomb ammo count to 0. If you have full HP, collecting 4 Star Bombs will instead reset your star bomb ammo count to 0 and give you 2500 points, so consider saving your ammo to get a higher score if you feel you can beat the game without them.


SSPR sandbox
According to the documentation, sspr is pretty self explanatory :
QUOTE
SSPR(SX, SY, SW, SH, DX, DY, [DW, DH], [FLIP_X], [FLIP_Y]]
Stretch a rectangle of the sprite sheet (sx, sy, sw, sh) to a destination rectangle on the screen (dx, dy, dw, dh). In both cases, the x and y values are coordinates (in pixels) of the rectangle's top left corner, with a width of w, h.
Colour 0 drawn as transparent by default (see PALT())
dw, dh defaults to sw, sh
When FLIP_X is TRUE, flip horizontally.
When FLIP_Y is TRUE, flip vertically.
END OF QUOTE
So I was pretty surprised to see an upside down sprite while debugging, when I knew I wasn't even using the flip parameters anywhere.
Things are pretty normal as long as the coordinates are in the 0-127 range and the sizes in the 1-128.
What happens otherwise is unclear, so I wrote this little test cart. (image in the sprite sheet by Freds72)


8SH – A tiny precision platformer adventure
Hello everyone,
I'm happy to share my latest project: 8SH, a small adventure platformer made in Pico-8.
It features smooth movement and tight, responsive controls, with short levels that focus on timing, flow, and precision.
Inspired by The End is Nigh by Edmund McMillen and Tyler Glaiel, I aimed to capture that same snappy feel in a more compact format.
This is a personal Pico-8 release, and I’d love to hear what you think — feedback is always welcome!
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Cart number 2!!
Continuing to learn how to manipulate tables...
This is an extension of the basics with self contained entities that are modular and behavior override friendly. It includes basic platform and entity collision logic with soft camera tracking. Frame set animation with integrated low resolution mode (64x64) as well. I hope it helps other beginners out there learn the amazing quirks of pico-8!
Entity oriented programming adapted from a study of https://www.lexaloffle.com/bbs/?pid=116846 by Johan Pietz.
-JS


One year ago, I released 'Knight and Prison of Ice,' my favourite game so far! To celebrate its anniversary, I’ve added an 'Easy' mode, so more players can enjoy and complete it. Check out the game here: https://www.lexaloffle.com/bbs/?tid=141420
This is an early prototype for the card game mechanic in my upcoming game, Hobblins.
This mechanic is heavily inspired by the game Potionomics, and I intend to use this prototype to explore alternate mechanics as I continue to playtest.
Press X to leave the splash screen, and to restart after game over.
Your goal is to raise the "opponent"'s interest (in blue) before running out of patience (in red). The cards say how much interest they raise and how much patience they cost. If you run out of patience, you lose. If you get to 20 interest, you win. Ending your turn and drawing a new hand costs 1 patience.
Feel free to leave feedback! I'm primarily interested in the mechanics of the game, rather than the presentation, at this time.
My first non-trivial project in Pico-8, made using the education edition. This is a demo for the first 3 screens of Cave Story. You can't actually leave First Cave, and weapon levels aren't implemented yet. Also, don't mind the horrible sound effects and lack of music, I haven't figured audio yet.
Feedback and bug reports are very welcome
Changelog:
Rev 1: Updated refill terminal animation
Rev 2: Weapon levels, end screen and a bunch of other stuff.
Rev 3: Some bug fixes
Rev 4: Improved physics
Rev 5: Bug fixes

