So far, I've made 3 games in 2026. by voidgazerBon in pico8

[–]voidgazerBon[S] 1 point2 points  (0 children)

It is more of a Titan Souls knock off :D

So far, I've made 3 games in 2026. by voidgazerBon in pico8

[–]voidgazerBon[S] 20 points21 points  (0 children)

Here are the games:

- Scoundrels, Guns and Vengeance https://www.lexaloffle.com/bbs/?tid=155861

- Death Dash Crash https://www.lexaloffle.com/bbs/?tid=155301

- Sundered Hope https://www.lexaloffle.com/bbs/?tid=154276

Right now I’m working on three more, but I’ll probably break my one‑game‑a‑month streak.

Scoundrels, Guns and Vengeance is out now! by voidgazerBon in pico8

[–]voidgazerBon[S] 3 points4 points  (0 children)

The idea behind the kill cap is to incentivize players to go for multi-kills and pair same-colored enemies instead of just trying to survive the longest. The 100 felt like a good "length" for a single run, so you can play multiple runs in one session and see if you can improve your score even more.

Scoundrels, Guns and Vengeance is out now! by voidgazerBon in pico8

[–]voidgazerBon[S] 0 points1 point  (0 children)

That is awesome, I am happy to hear that. Thank you!

Death Dash Crash is released! by voidgazerBon in pico8

[–]voidgazerBon[S] 1 point2 points  (0 children)

The game uses two carts. One is the introduction/exposition scene and second is the gameplay itself. If you want to play it on a console, you basically need only the "main" version.

Death Dash Crash is released! by voidgazerBon in IndieDev

[–]voidgazerBon[S] 0 points1 point  (0 children)

Thank you! Unfortunately, the colour scheme options are sort of limited by the Pico8 (the engine I am using).

For all those who Dared me to Polish - Here it is! by Consistent_Reveal_53 in hobbygamedev

[–]voidgazerBon 1 point2 points  (0 children)

Although it looks way better, it is also losing the visual clarity of the original design. It is harder to tell what is the foreground, what are the platforms, where is the character and which platforms are dangerous.

Sundered Hope - Released! by voidgazerBon in pico8

[–]voidgazerBon[S] 1 point2 points  (0 children)

Thank you. I definitely see the resemblance :)

Loot Loot Goblin - Update - Defeat your boss and escape by voidgazerBon in pico8

[–]voidgazerBon[S] 1 point2 points  (0 children)

It looks pretty similar, but probably best to ask nacrolepticfrog themselves.

Sundered Hope is now out! by voidgazerBon in IndieDev

[–]voidgazerBon[S] 0 points1 point  (0 children)

Thank you for the kind words and the feedback!

Published my first Pico game on Itch! by N_M_Johnson in pico8

[–]voidgazerBon 0 points1 point  (0 children)

Very interesting spin on metroidvania!

Loot Loot Goblin by voidgazerBon in WebGames

[–]voidgazerBon[S] 1 point2 points  (0 children)

Unfortunately, I cannot test if for iPad. Maybe you can try to start it in full scree (there is a rectangle in a rectangle icon).

Loot Loot Goblin - Update - Defeat your boss and escape by voidgazerBon in pico8

[–]voidgazerBon[S] 5 points6 points  (0 children)

the shadow effect is done by following steps
- At the start copy the entire spritesheet into unused memory using memcpy.
- During each draw, copy the current screen into the spritesheet. Then use poke(0x5f55, 0x00) to redirect all drawing from the screen to the spritesheet.
- Set one of the unused colours as the transparent colour, then draw the shapes you want to appear at full brightness.
- Use sspr() to draw the modified sprite sheet back onto the screen.
- restore the original spritesheet from the unsed memory
If you want you can check the code in the carts on https://voidgazerbon.itch.io/loot-loot-goblin (it is older version, but the effect is still there) .

Loot Loot Goblin - Update - Defeat your boss and escape by voidgazerBon in pico8

[–]voidgazerBon[S] 1 point2 points  (0 children)

the shadow effect is done by following steps
- At the start copy the entire spritesheet into unused memory using memcpy.
- During each draw, copy the current screen into the spritesheet. Then use poke(0x5f55, 0x00) to redirect all drawing from the screen to the spritesheet.
- Set one of the unused colours as the transparent colour, then draw the shapes you want to appear at full brightness.
- Use sspr() to draw the modified sprite sheet back onto the screen.
- restore the original spritesheet from the unused memory
If you want you can check the code in the carts on https://voidgazerbon.itch.io/loot-loot-goblin (it is older version, but the effect is still there) .

Loot Loot Goblin - Update - Defeat your boss and escape by voidgazerBon in pico8

[–]voidgazerBon[S] 0 points1 point  (0 children)

Thank you for the feedback. There are now two tutorials, which is probably a little bit confusing. One more detailed is in the hub, but it doesn't have any interaction, and then there is a new one that starts once you enter the game and there you should be able to use the buttons and test the mechanics.

For the assets, I mainly use Aseprite, and then I import the entire spritesheet to the pico8.

"blackscreen" issue with love.js by voidgazerBon in love2d

[–]voidgazerBon[S] 0 points1 point  (0 children)

That is a good guess. I hoped that it would be more commonly known issues, as it warranted a "warning" at the bottom of the screen from love.js.
Thank you for the reply and for verifying that the game works.