
I love how there's a Godot icon when inspecting a Godot window. I assume that's because this was made in Godot itself :)
Or just have fun playing with a friend :)
[or trying to win a match against the wall]
The only rule is: two bounces on one side is a point for the other.




The game is free to play and playable in the browser, it and more information about the game can be found on its game page! https://void-gamesplay.itch.io/pico-ball
Thank you! I'm so glad you had such a good time! Merging the mechanics from some of my favorite games turned out great.
There are definitely things I would improve if I made the game again, like the descriptions and certain dialogue/finale stuff, but the experience seems like it's working! Thanks for the in-depth comment!
Inspired by Dicey Dungeons and Deltarune, Chance Heroes is a rouge-like in which you must utilize randomly rolled dice to perform the moves of your three heroes. Advance through the castle to reclaim the throne from the God of Chance, gaining upgrades (and bits of silly lore) along the way.
https://void-gamesplay.itch.io/chance-heroes





Inspired by the combat of hollow knight, venture down each layer and fight off waves of enemies, and obtain upgrades and powers each new depth you conquer.
https://void-gamesplay.itch.io/cave-of-the-crown



Charming, novel, and fun in a short little package. And a really interesting combination of genres!
Its like a metroidvainia with its different abilities and getting to use more at a time once you get more gems, but also more open world because you can choose any combination of items, way more directions to go in and ways to do things. Its mostly a puzzle game but for some challenges/encounters (like boss fights) its more real time.
I love the combinations and how it was all tied together. The map and layout of things is also very comprehensible, it was rare that I completely forgot where something was or how to get somewhere.
I found this in an old bundle I had gotten ages ago, I probably wouldn't have bought it if I found it otherwise but I'm glad I ended up playing it by finding it some years later! And now I'm super excited to play Elephantasy Flipside, which looks like the same sorta formula/idea expanded a ton into an isometric 3D game with more platforming!
Thanks!
There are quite a few mods on lexaloffle (the main sorta website for pico8) https://www.lexaloffle.com/bbs/?cat=7&carts_tab=1&#sub=2&mode=carts&search=Celeste, and there are whole collections and jams of mods like https://evergreengames.github.io/cchristmas/ and https://itch.io/jam/ccmamj. many of these have ridiculously high polish and quality.
Took be a little to get the hang of it but I absolutely loved it once I did (also it turned out 0ms delay is best for me in firefox on windows).
The fruit to show what sort of timings to do is a great idea that makes it easy to remember what slashes to perform and is silly fun.
So far my best is 14, I got stumped with how to do pineapple but I'll figure it out soon enough.
I just wanted to say this game was really fun even in this early stage of development! I hope you finish this game, I'm exited to see where it goes next.
I might as well give some feedback now that I've made a topic (a bit off topic [is this a joke? maybe], but I think that making this a comment section would increase the amount of people who will say something. Its a bit more intimidating to start a topic and makes those who feel they don't have enough to share not say what they might have otherwise commented about. Just my opinion though, you probably have some practical reasons for using the format and I might be totally wrong.).
I actually enjoyed the platforming a lot here, and I guess that whats the game really is about if you think about it. Its about positioning and pressing the fire button when in the best spots.
If you want to lean into that aspect a bit more you could make some more combat related to movement, like a modifier that makes your dash to damage or makes you bounce off enemies you dash into. Maybe a melee attack could also be cool, but that might be too much.
Speaking of the dash, it has a lot of potential to bring the best out of the movement system. Like jumping during it when on the ground to keep the horizontal movement but also get a boost up. Perhaps dashing into a wall could allow a wall run or some other cool moves in the future too.
Anyway, best of luck with this project!
Unique concept and great puzzles! Lots of potential for more. Kinda similar to GMTK's wip game.
I think the controls are a bit hard to use making some puzzles really hard. The rotation could maybe be with arrow keys and w for jump, and the physics could be a bit less floaty to make precise magnet actions easier to pull off.
(also the game crashed when loading the second level after I completed the second, I just rebooted the game and played the second from the level select)
This is a really polished fun little package!
It could be pretty hard at times, and I don't think I'm good enough to speedrun any levels, but I see the possibility too.
The moveset did a pretty good job squeezing as much as i could out of the button that wasn't jump, and worked well with the mechanics. The graphics are great, the utilization of the secret pallet for 32 colors helped a lot. There was one level towards the end where I felt the mechanic was pretty unclear and tedious, and the music could have maybe been a bit more lively in some parts, but otherwise a really great experience.
Overall had a lot of fun and see more potential in pico8 (and therefore the limitless potential of the upcoming picotron) to make full games now.
Woah nice! That isn’t necessarily the most profitable factory I’ve seen (a friend got 500 somehow and I was considering raising the highest rank from 200 to 300), but it certainly looks the coolest. It also matters how early you get some money coming in so you have many cycles to add to your money pile. Glad you enjoyed it :)
Unique concept and something I found fun! I suppose it depends on how much people like watching the simulation, but I liked it a lot! It took me a while to figure out the switch in goal on the last level, but that was a fun twist. I think it had a lot more potential, most of these felt like a tutorial before an actual full game.
Probably uncommon answer, lua, specifically modified lua that allows for the += -= *= /= symbols, otherwise its kinda annoying. I've used a wide variety of languages but never got very proficient at object oriented programming languages, and I ended up really liking how lua's table system was really easy and convenient to use to the point where it was simple to make my own object systems for it. I've mostly used it with pico8, which means I've used it a lot, but also a little bit in frameworks like love2d.
Though if I had to pick another one, it would be gd script, the godot game engine is great and gdscript is robust a quite a bit like python. It doesn't really have much purpose outside of the godot game engine though.
https://void-gamesplay.itch.io/factory-bounce
A challenging speedrunning game where you click and drag to fling yourself careening off walls and through spikes.
Features save data and is playable in browser.



I see you've used that platformer kit (I'm not sure what its called, but I remember seeing it)! It feels very good here, though the collisions are a bit wonky. The game is quite hard, partially because of those weird collisions. Also not sure how the 3D space thing actually affects gameplay, though I didn't get that far due to its difficulty.
Ah, another pico8 game! I loved at the end how I was racing away from the enemies shooting at me dodging with slight taps of the arrow keys that got me out of the way without slowing my warp escape. It didn't really fit the theme outside of the story though. If you developed the starship fighting mechanics more this could be a really fun shooter with multiple engaging levels.
I think I put most of the time I spent on these tracks (which actually wasn't very long, me being pretty busy, so a total of 3-4ish hours?) into Drifting With The Stars. The (well, one of the) melody(s) I used in it was from a placeholder song I called "Drifting Alone," but that felt to dark for the song so that got changed. Thank you!
I'm glad you can imagine that! I remember playing some of Super Metroid and I want that kinda frantic feeling of jumping around and not quite being able to do things perfectly, but with puzzles that are easy enough to be doable in a minute but tricky enough to be frustrating in a timed situation. Kind of a similar vibe to when the suns going to explode soon in Outer Wilds.