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Cart #picodepon-2 | 2020-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


The classic 16-bit-era action puzzle game returns again -- enhanced and remastered. Pico de Pon brings favorite characters from across the PICO-8 library together for intense block-swapping battle.


Player I:
Arrow keys, move cursor
X (or M or V) key, swap blocks
Z (or N or C) key, manually raise stack

Player II:
E/S/D/F keys, move cursor
A (or Shift) key, swap blocks
Q (or Tab) key, manually raise stack

Swap blocks beneath the cursor. Horizontal or vertical runs of three or more matching block types are cleared. Swapping a block over an edge will cause it to fall.

The stack rises over time. The game ends when blocks reach the top of the stack. The rising of the stack is delayed while matched blocks are clearing.

Combos are triggered by clearing more than three blocks at once. Chains are triggered by matches caused by blocks falling due to cleared blocks below.

In SOLO mode, points are scored only from combos and chains. In VS mode, combos and chains send garbage blocks to your opponent’s stack.

Garbage blocks fall on the top of the stack. They can only be cleared by touching matches of other blocks. Garbage clears to standard blocks. Because these blocks stay suspended in air while converting, they provide an opportunity for counter attack by lining up matching blocks beneath to set up chains.

Special attack blocks [!] will send metal garbage even without a combo or chain. Metal garbage behaves like regular garbage but will not clear when touched by clearing regular garbage.


Made in collaboration with @stephan_gfx.

Music and Additional Sounds by @tesselode.

Thanks to the amazing members of the pico8 community who generously donated their inspiring characters to our little game!

From left to right, top to bottom on the character select screen:

Also thanks to the other folks who offered to let us use their characters! If we do an expansion cart we'll be back in touch!

P#74540 2020-04-07 18:35 ( Edited 2020-04-10 16:29)

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Cart #37638 | 2017-02-20 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.03 changes block switching behavior so that switching from an active but ill-fitting block will stow the intersecting blocks beneath instead of the active block.

Cart #37573 | 2017-02-18 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.02 update offers modest difficulty relief via visual indication of enclosed spaces which aren't sized to fit blocks.

Cart #37387 | 2017-02-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

PENTOMINO is a tile fitting game featuring a handful of easy-to-moderate puzzles followed by hundreds of nearly impossible ones.

Move, rotate and flip blocks to fill the board. Follow the in-game tutorial for interface details.

With 512 puzzles total, there are years of frustration to be had. If you get stuck on a level, try another.

Made in collaboration with @stephan_gfx

(Renamed from PICOMINO as we didn't notice an existing game of that that title)

P#37353 2017-02-11 21:11 ( Edited 2017-02-20 15:55)

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Cart #38005 | 2017-03-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.03 Updated label image.

Guide the sparks to the flag. Avoid the enemy blobs. Rotate the maze to escape.

Cart #37837 | 2017-02-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1.02 changes

  • Wallflower becomes Maze Burger for whimsy and visual clarity
  • Directional indicator when adjacent maze cell can be rotated
  • Persistent high score

Cart #32047 | 2016-10-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Cart #31494 | 2016-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Z or X to rotate the active cell.

1.01 changes:

  • changes scoring to be 100-based instead of 10-based. Feels more authentic that way
  • fixes a bug which could occasionally allow a bee to escape the maze
  • resets enemy spawn time when losing a life to provide a bit more of a break
P#31495 2016-10-22 20:28 ( Edited 2017-03-03 06:26)

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Cart #picodepon-2 | 2020-04-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Note: this cart has been superseded by Pico de Pon: https://www.lexaloffle.com/bbs/?pid=74540#p

Cart #37969 | 2017-03-01 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

v1.02 notes:

  • Add more celebration sfx (trumpets) for big chains, depending on chain reaction length
  • One-player scoring is scaled by the initial difficulty selection
  • No garbage blocks fall in easy mode
  • Fixes crashing and correctness bugs (Thanks everyone for testing!)
  • Outstanding issue: some match correctness issues for blocks sandwiched between garbage remain

Cart #37123 | 2017-02-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

v1.01 notes:

  • difficulty balance
  • single player scoring and high score table
  • additional juice

Feedback appreciated.

Cart #17970 | 2015-12-21 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Picotris Attack is an implementation of the SNES classic competitive puzzle game.

How to play:
Clear blocks to prevent the stack from rising to the top.

Use button 2 to swap the tiles covered by the cursor. Tiles may be swapped with empty space for vertical movement. Use button 1 to manually raise the stack.

Matching at least 3 tiles of the same color (either horizontally or vertically) will clear the tiles. Matching more than 3 tiles at once -- or via chain reactions caused by falling tiles -- will send "garbage" blocks to your opponent's stack. (In 1-player, the blocks are instead sent to your garbage block score in the top-right corner of the screen.) Garbage blocks can only be broken by matching adjacent regular tiles.

Special "attack" tiles (gray with a !) are added to the rising stack at random. Matching 3 or more of these will send special garbage blocks which do not break along with adjacent standard garbage blocks. They may be cleared in the same way, though.

The 1-player game is fun and addictive but the 2-player game is where it really shines.

This was developed along with @stephan_gfx.

P#17971 2015-12-21 15:39 ( Edited 2020-04-17 18:00)

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