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freds72

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A member registered Jul 28, 2018 · View creator page →

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have you followed the instructions?

what’s not working?

thanks!

not a port per se - using the same rendering principles and level files, but the core rendering/game engine is my own.

first it’s not a full game, second not wanting to sell a game totally based of open source assets…

you can totally upload via USB!

(I mention sideload as it is documented and easier to manage versions)

just tried and got it working just fine - it should report in sideload page:

Date: 02/22/26 07:32:52
Version: 2026.02.21

not sure I appreciate the "that's not real" btw

can you elaborate? the game runs totally fine (at least on Rev B) on device.

totally - runs only on device

🙏

peek&poke are used but that’s relatively marginal and doesn’t really replace lua commands.

thanks 🙏 

there is no ‘assembly’ for pico8. all games uses the same language: LUA

thanks but I have my own projects (Playdate) to focus on - good luck with your console 🎮

you cannot - web only

any computer that can do maths fast enough can do 3d!

totally!

thanks - we tried to pack the experience as best as we could 

thanks!

no

thanks and yes.

you can have details on how it’s done here: https://freds72.itch.io/poom/devlog/241700/journey-to-poom

hi - code is available as part of the sdk, game art is not.

cheers

(1 edit)

the command line instructions are for the Windows terminal (launch with ctrl+r ‘cmd’)!

yeah - much better 😬

see: https://freds72.itch.io/poom/devlog/241700/journey-to-poom

hehe - thanks 

(check out Demi Daggers also 😬)

thanks!

ok - the levels are quite small and second, the underlying engine is quite limited. That's why saving was not considered.

ahaha! concept is bonker and very well done!

really nice - music is incredible, original score?

suggest to head over the Poom discord - I can certainly help for the setup

actually not me - pico8 supports html export out of the box

poom? poom poom poom!

has been done years ago!

see: https://github.com/freds72/poom-sdk

excellent!

major gripe: WASD is unplayable on french keyboards

minor gripe: some slowdown at startup/race generation

(1 edit)

thanks!

Game artist/designer is Paranoid Cactus - I cannot cover the years of experience he has, but the usual Doom mapping rules apply:

  • shading using sector lighting
  • peaks of next section
  • give the map a sense of scale (see laval pools)
  • secrets!
  • some elevation to make it more interesting (caves are "below", vantage points are "higher" ...)

maybe because pico8 is a different machine than GBA?

thanks

first door needs a key - the level is small enough, you will find it!

wasd is not supported in the engine I use and esdf works for both US and non-US keyboards.

thanks - and aware of this bug, neeed to find time to release a new version!

monster cast is safe.

backstory is still around soldiers corrupted into hell minions, but no explicit depiction.

actually it does - looks like the game did not save when I first changed that settings \o/

it's a bit more complicated: https://freds72.itch.io/poom/devlog/241700/journey-to-poom