Game dev at Pixel Shock, and amateur artist.
If you would like to support me, many of my games are available over on itch.io: https://pixelshock.itch.io/
Or, my website: https://cubee.games/
A world editor for Terra - A Terraria Demake.
This is an early version, there are a few bugs here and there, but I'm uploading it now so people have access to it. Post your creations!
Controls
You need a keyboard and mouse to use Terra-Edit.
Move view - Arrow Keys or ESDF
Tile palette - Tab
Tool action - Left click
Tool alt action - Right click
System menu - Enter
Editing
Terra-Edit starts with a world selection screen. Navigate this with the arrow keys and Z/X.
You can drop an existing world file to edit, or generate a new world using one of the other options. Once you have a world open, you can move the camera around with the arrow keys.
Select tools by clicking them along the top bar. Most tools have a tooltip at the bottom of the screen saying what the tool can do.
Once you're done editing, press Enter or click the wrench icon to open the system menu, where you can find the option to save your world. From this point, saving works exactly the same as Terra, so refer to that if needed.
Also in the system menu, you can find a few options to toggle certain rendering features like lighting and treetops.
Known Issues
- When lighting is enabled, the UI darkens as well, in much the same way as Terra. Unlike Terra, this can be resolved easily as Terra-Edit's UI covers entire scanlines instead of arbitrary shapes.
- Tiles selected by the copy tool follow the cursor when it's over the toolbar.
- Tile selections may behave oddly when changing tools with a selection active.
- The code is kind of bad. Like code-spaghetti bad. I need a bit more experience making editors.
Run export game.bin -i 1
(with a sprite in slot 1) while the editor is using a custom palette with the palette persist flag poke(0x5f2e,1)
The resulting executables will have icons using the default palette instead of the custom one the editors are currently using:

Source sprite:

(This also causes the command line to use the default palette temporarily while the command runs)
As the title states, as far as I can tell exported carts (via export cart.bin
, HTML works fine) don't have 0.2.2b's "force-pause-menu" on hold feature implemented in any form.
This is preventing me from building an exported Terra, which has the saving functionality as an option in the pause menu, accessed by holding pause while the normal pause key press is used to open the inventory. And I can't work around it easily, because the pause key is only returned the first time it is pressed. (As you probably know, Terra doesn't exactly have much space to spare)
I feel like it should be there. Especially considering this can prevent controllers from exiting the game.
If it's intentional for tools, could it be added as an export flag? So say export cart.bin -s
for a "safe" export with the forced pause enabled. Or the opposite, so it uses the same default behaviour as everything else and then an "unsafe" flag would disable it.
Combining large map size (e.g. poke(0x5f56,0x80,0)
) with the new return value for out-of-bounds mget poke(0x5f36,0x10) poke(0x5f5a,255)
causes any tile 128+ to be returned as the defined return value instead of the actual map tile.
Map width 256: Unable to interact with blocks and treetop rendering does not detect tree tiles anymore.

If map width is less than 128, tiles from map edge to 128 return zero and 128+ return the defined return value.

At 128 tiles:

Hi!
I've been trying to figure out how to use PX9 to compress the spritesheets for my beat-em-up game, but I haven't been able to figure out how to use it properly.
I want to compress 2 spritesheets (and maybe the map as well) from the 0x8000 extended memory into the normal spritesheet/map, then decompress them back to the extended memory later.
Here's a look at the current sheets
If anyone could help, it would be greatly appreciated!
If you would like to see the details I've released so far about the game, you can look at my Twitter or its page on my website.
I've finally decided to post an updated version of this outside the Pico Night Punkin' thread, since I figured out how to do "transparency" effects, and it kind of got buried by the insane amounts of comments the PNP thread got. (25 pages!?)
Anyway, it's a demake of the song Release from the Garcello mod for Friday Night Funkin'!
Fancy features:
- Toggle for Ghost Tapping and Botplay in the pause menu, in addition to downscroll.
- PCM audio for Garcello's voice in one part. You know the one.
- Transparency effects for the smoke.
- Slightly improved UI that shows your combo breaks.
- Screen zooming on the beat.
If the audio lags behind the gameplay, try using a different browser or running it in standalone PICO-8.

This is the MULTIPLAYER TECH DEMO.
If you want to play the singleplayer version you can find that here.
Important! Before you make any progress:
This version does not have any support for saving and loading your game! That was one of the things I decided to remove in order to fit the multiplayer functionality in without modifying the core gameplay and progression. If you'd rather I remove the Plantera boss or something instead, then I'll see what I can do.
In addition, this version tends to lag behind the main version in terms of updates, as making sure everything is ported over correctly takes time. I make no promises on when or if this version will recieve any updates.
A tiny fanmade demake of Terraria in PICO-8! Now with multiplayer!
If you haven't already, please consider getting the original game. This is only a small portion of what Terraria has to offer!
And if you enjoy this demake, please consider supporting me by buying one of my other games over on itch.io: https://pixelshock.itch.io/
Controls:
How to play?
Features:
- A large map of 256x128 tiles, stored using the extended memory.
- Various biomes: Forest, Jungle, Corruption, Underground, Caverns, and Underground Jungle.
- 4 bosses: King Slime, Eye of Cthulhu, Ocram, and Plantera. (The Eye of Cthulhu and Ocram are night bosses and therefore can only be fought at night time)
- Many enemies for each biome and underground, with most having multiple variants. (24 in total)
- Slightly less fancy world generation with spaghetti caves.
- Mining and crafting.
- Various melee and ranged weapons. Ranged weapons automatically aim towards the nearest visible target, prioritising bosses.
- A basic palette fade lighting system, with a day-night cycle.
- Quite a few progression/recipe changes due to space limitations, details in the original version's thread. (Link in the banner above)
- Life Crystals and Shadow Orbs to smash!
Issues:
Frequently Asked Questions (Probably) and Information
I made this for use myself, because i couldn't find anything for this specific purpose. Thought I'd post it here in case anyone else gets some use out of it.
It converts a list of variables in the following format to a version optimised for tokens:
-- input t=0 cam_x=0 cam_y=0 shake=0 floor=1 gold=0 current_music=-1 mode="splash" title_s=1 lastdist=0 fadepos=0 -- output t,cam_x,cam_y,shake,floor,gold,current_music,mode,title_s,lastdist,fadepos =0,0,0,0,1,0,-1,"splash",1,0,0 |
To use it, paste the original variables into the cart and it will output the "crunched" version out to the clipboard.
Bit of a warning though, this format gets unreadable fast.
It also seems (in most cases) to work if some of the values are already in this format as it simply pairs what's before the equals with what's after, e.g.:
-- input t=0 cam_x,cam_y=0,0 ey,et=256,0 shake=0 -- output t,cam_x,cam_y,ey,et,shake =0,0,0,256,0,0 -- input (don't put crunched variables on the last line) t=0 cam_x,cam_y=0,0 shake=0 ey,et=256,0 -- output (note the extra commas on the end) t,cam_x,cam_y,shake,ey,et, =0,0,0,0,256,0, |
On that note, it won't work properly if multiple equals signs are on the same line.
Make sure to press ctrl+c to copy
Here's the cart:

You can get downloadable versions of Terra and the character editor which are usable offline from Terra's itch.io page!
Also, a member of the community has started work on a Fandom Wiki and Discord server.
I will contribute to these when I am available to do so.
A tiny fanmade demake of Terraria in PICO-8!
If you haven't already, please consider getting the original game. This is only a small portion of what Terraria has to offer!
And if you enjoy this demake, please consider supporting me by buying one of my other games over on itch.io: https://pixelshock.itch.io/
If you would like to play with another person, there is an (outdated) multiplayer version available here!
Just keep in mind that this multiplayer version does lack saving functionality, and a few changes from more recent updates.
Controls:
How to play?
Features:
- A large map of 256x128 tiles, stored using the extended memory.
- Various biomes: Forest, Jungle, Corruption, Underground, Caverns, and Underground Jungle.
- 4 bosses: King Slime, Eye of Cthulhu, Ocram, and Plantera. (The Eye of Cthulhu and Ocram are night bosses and therefore can only be fought at night time)
- Many enemies for each biome and underground, with most having multiple variants. (9 types, with 25 variations in total)
- Fancy world generation with spaghetti caves.
- Mining and crafting.
- Various melee and ranged weapons. Ranged weapons automatically aim towards the nearest visible target, prioritising bosses.
- A basic palette fade lighting system, with a day-night cycle.
- Quite a few progression/recipe changes due to space limitations, details in the [Terra Wiki] section
- A separate character creator cartridge that is completely optional. (You don't lose any content with just the game cart)
- Optional keyboard + mouse controls!
- Life Crystals and Shadow Orbs to smash!
How to save your worlds and players:
Terra Wiki
A Terra Wiki is being built on Fandom.
There is also an itch.io thread that you can refer to in the meantime:
https://itch.io/t/2357748/terra-wiki
Documentation
Changelog
The history of Terra!
Credits
- Using tline sprite rotation function from TheRoboZ and distance function from Freds72.
- Music by @jo560hs.
- @Sup3rAw3som3Gam3r helped with multiple ideas and a few optimisations.
- Everyone who has played and found bugs for me to fix!

A rhythm-based dungeon crawler inspired by Enter The Gungeon and Crypt of the Necrodancer.
Originally made for RNDGAMEJAM 2, BEATWISE TRIGGER has been reworked since the jam to be more fun to play.
itch.io page: https://pixelshock.itch.io/a-rhythm-based-dungeon-crawler
If you experience laggy audio in this version, try playing it in the PICO-8 desktop app, or download the game from the itch.io link above.
-- HOW TO PLAY --
You can only shoot and reload on the beat.
Defeat enemies and break barrels to gain gold, and find shops to buy better weapons and tools to give Diot new abilities.
Find the exit on each floor to travel deeper into the ruins, and discover new areas.
What awaits Diot in the twisting tunnels below Raven Manor?
-- CONTROL STYLES --
You can change control styles using an option in the pause menu.
Standard:
- Arrows or EDSF to move
- Z or C to shoot
- X or V to reload
- Auto-aim enabled
Keyboard and mouse:
- Arrows or ESDF to move
- Left click to shoot
- Right click to reload
- Aim with mouse
-- CHANGELOG --
Credits:
- FreDs72's approx distance function
- TheRoboZ's tline sprite rotation
- GPI's string to table function (comment at https://www.lexaloffle.com/bbs/?pid=64776)

Made within 48 hours for Ludum Dare 48
Punch with X
Punch the green tubes to cut the room's power and activate the emergency door unlock to travel deeper (and deeper) into the ship and destroy the main engine.
Made for TOY BOX JAM 2020
Story
Information:
- Jump on enemies to defeat them
- Pick up keys to open doors
- If you die, you will reappear at the start of the level as long as you have at least 10 coins
- Drop-in drop-out multiplayer for up to 8 players (It may not be a good idea to play with more than 3, but the option's there) Press X to join or leave the game.
itch.io: pixel shock
Changelog:
...
Most of Space Invaders in exactly 560 chars for TweetTweetJam 5.
Some carts I have made
_


A cave generator with a blue bear as the player.
_
When the tanks jump, they spin.
_


A spinning floppy disk.
_


A shmup with a bird that shoots lasers.
_
Undertale battle system scaled down to PICO-8. You can fight or flee.
_
A graphical desktop for PICO-8. It has paint with four canvases and a very poorly optimised game menu.
You can also set the wallpaper to one of four preset backgrounds or one of the paint canvases
The game menu won't work in the online version!
_
An early version of Woolcat, called Lemon Cat because an earlier version had a person collecting lemons.
_
My first PICO-8 cart, after moving from TIC-80.
An endless dungeon crawler made for LOWREZJAM 2020.
Find the exit to move to the next floor. The dungeons will get larger as you complete floors. Walk into an enemy to attack it. They can also attack you if you go into the space they are moving into. Pots can be broken by walking into them. They can have gold, sneks, bombs, spike traps, or a life up in them.
After each floor a shop will open where you can buy items:
- Life Ups will heal you.
- Damage Ups make your attacks stronger.
- Escape Ropes return you to the entrance of the floor you are on if you die. You can only carry one at a time.
- Gems modify the generation of the next floors.
Open the inventory screen with X or M. It shows:
- The map
- Which floor you are on
- How much gold you have
- The escape rope in the bottom left corner, if you have one
Enemies
Changelog

A platformer about a ninja cat with a grappling hook, where you die in one hit.
You have nine lives. Make them count.
How to play
- Jump with O/Z.
- Attack with X.
- Hit enemies while they're not looking to defeat them quickly.
[8x8] - Press the jump button in the air near a grapple point to grapple to it. (Press up while grappled to reel in faster)
[8x8] - Hit targets with a star to open a nearby door.
[8x8] - Once you get the sword, you can switch weapons by pressing DOWN or UP twice. (Current weapon is shown in the bottom left corner)
[8x8] - Use the sword to dash past searchlights without being caught.
[8x8]
At the end of most levels, break the case and steal the gem to finish. But don't touch the case, it's covered in electricity.
Also available on itch.io.
Changelog
Older Versions
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WoolCat! Now in 3D!
Remade using Instant 3D (Modified to work with the original 64px resolution).
How to play
Keep Woolly's spirits up on his way home, be careful and keep an eye on his happiness meter, collect all the balls of wool to keep him moving forward.
- Run around with the arrow keys.
- Collect all the wool to move to the next level.
- Collecting wool refills the happiness meter a little bit.
- Touching water or oil removes some happiness and restarts the area.
- There are 15 new levels for a total of 81.
- To move diagonally, press two directions at the same time.
- Meow with Z or X.
v1.1:
- Made it easier to move diagonally
Developed by cubee (Website)
Original Game: Woolcat
Development GIFs.
Be a fire-breathing dinosaur and save your valley from the evil skull lord.
![]() |
[128x128] |
Controls:
- Arrow keys: Move
- Z: Jump
- X: Fire
Submission for the Bitter Jam



WoolCat! Take Woolly home.
Made for Fantasy Console Game Jam #5
This is the jam version! The improved post-jam version can be found here: WoolCat 3D
It features more levels, pseudo-3D graphics and easier diagonal inputs.
Keep Woolly's spirits up on his way home, be careful and keep an eye on his happiness meter, collect all the balls of wool to keep him moving forward.
- Run around with the arrow keys.
- Collect all the wool to move to the next level.
- There are over 60 levels.
- To move diagonally, press two directions at the same time.
- Meow with Z or X.
Developed by cubee (Website)
Published by Pixel Shock
Multi Marshmallow
Marshmallow Infinity with split-screen multiplayer.
=-=-=
New Version
The full version is now on the Marshmallow Infinity thread.
=-=-=
Press Z/O on up to 5 controllers to play with that many people. (4-5 might be a bit slow)
Collect coins to increase your score. The marshmallow with the most coins after everyone is burnt wins.
Blue coins will give you a coin or a life-up randomly.
Controls:
- Use the left and right arrow keys to move and Z to charge a jump.
- Release Z when the marshmallow stops flashing to jump high.
- Release Z while it is still flashing to do a small jump.
Additional controls (3 hitpoints):
- Hold the direction of a wall you are next to while falling and press Z to wall jump.
Additional controls (2 hitpoints):
- Hold the direction of a wall to stick to it and fall slowly (you can still wall jump).
- Hold the up arrow when hitting a ceiling to stick to it and climb.
- Hold the direction of a wall to stick to it, then press up or down to climb.
Based on this split-screen demo I made:
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