Thanks a lot for your feedback! (First comment goes a long way🥇)! I wanted to test a unic concept, and it's definitely on its way to PICO-8. It will pass through various prototypes and testings to validate the fun, just to be sure i don't release a piece of 💩😁.
Retropixie
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Hi folks!
Bloom or Doom Game Design Document is my entry in Nerdy Teacher's first Game Design Jam. It's my first time posting in itch.io and a game jam altogether.
I'm glad to present to you this game idea of an RTS Tower Defense game for the PICO-8 platform, where the fairy realm is clashing, fairies and flowers against evil creatures coming from a dark swamp. You must grow your land and garden over the corrupted mud, revealing precious resources. You play as the Great Fairy of the Flowers, sent by the god Pan himself to protect the Great Tree, but you are not alone, you will be helped by an army of tinker fairies in this battle between light and darkness.
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Question regarding color palette limitations for PICO-8 GDD:
I noticed in some example GDDs that custom color palettes are being used, sometimes mixing colors from both the standard and hidden PICO-8 palettes. As I'm working on my game's visual design, I'd like to clarify a few technical points:
1. Are we limited to exactly 16 colors total for our game, or can we use a different number?
2. Is it technically possible to use colors from both the standard and hidden palettes within a single sprite in PICO-8? If so, is this achieved through code manipulation?
3. For the purpose of creating a realistic GDD, what palette limitations should I adhere to? Should I keep my designs within the standard 16-color palette, or can I incorporate hidden palette colors as well?
I want to ensure my visual design concepts are technically feasible before including them in my GDD. Any clarification would be greatly appreciated!
I've uploaded a game made with Unity 2018.2.10f1. On the executable, all works fine, but on the web version on itch.io, i can validate navigation in the menus of the game with the spacebar (keyboard) and the A button (Xbox Controller), but when the game starts, none of those works (spacebar and A are mapped to "fire", but i can only move my character, not shoot.
The fire button is well defined in the input windows, it's set to correspond to spacebar on the keyboard and A button on the Gamepad (well, as i said, it works well on the executable). On the script that manages shooting, it starts with this condition:
if (Input.GetButtonDown("Fire1") && fireReady == true && fireOn == false)
Have anyone an idea of why it doesn't work ?
Hi Ric!
I followed all this serie like a year ago, with the videos you did on Youtube, and i wonder, how is everything going since then ? Are you working on something new ? Is Pixelarium still selling, and do you still consider it interresting for a passive income, in retrospective ?
Wish you all the best! You really motivated me to just jump in the unknown and get my hands dirty with posting pixel art packages.