Something's wrong with your TV...
This is a short experimental horror game I made for the LowRezJam 2025. The challenge was to make a game with a 64x64 resolution.
Left and right: change channels
Up and down: change video mode
X: turn TV on/off
Hope you guys enjoy it!
EDIT 1: slightly increased the hand reaction time window
EDIT 2: adjusted some texts

Meet Bae, the bee!
Guide Bae through a beautiful garden avoiding dangerous threats and collecting as many flowers as you can.
- Use the up and down keys or your mouse to guide Bae
In this game I implemented a few features I've been learning recently, such as mouse controls, random events, multilanguage, sprite rotation and bitwise operations. So not only was this a fun little project to work in, it also helped me become a slightly better Pico 8 developer!
I hope you guys like it <3

Hey everyone!
Is there a way to change the menu items' texts?
I know I can add/remove menu items with menuitem(), but I want to have a full multilanguage UI in my next games, and for that I need to translate the default menu items
Any help is appreciated!
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[8x8] |


Kitty's Bubbles
Hey everyone! This is my attempt at making a bubble shooter in Pico 8.
Help Kitty through 40 levels to retrieve her lost bubble.
- Press left and right to aim
- Press up and down to fine tune your aim
- Press Z to shoot
- Press X to swap your bubbles
- Aim assist and colorblind modes can be toggled at the pause menu
There's a few unlockables if you make it to the end
Have fun!
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[8x8] |

Just a bunch of minigames I made for my cornmunity!
This project is more of a study to test a few ideas:
- GUI/Mouse controls (sorry, it's not fully functional with a controller yet...)
- Swapping the spritebank using different GFX files to create multiple visual themes
- Swapping the _update and _draw functions on include to create different screens with different behaviors
Still, hope you guys enjoy it!

Hey there everyone!
I've been testing the binary exporters today and, first of all, love having this feature, but I have a few questions on how to "polish" the user experience on those exported games.
First, I struggled with not having an exit option on the menu, but figured adding a button with send_message(2, {event="shutdown"}) does de trick.
Now there's a few other things I'd like to know:
- Is there an in-system function to toggle fullscreen/windowed mode other than using the alt+enter shortcut?
- Is there a way to disable the alt+left, alt+right shortcuts, or the topbar in general? I'd like for the player to stay in the game workspace and not access the Picotron system on the exported binary.
- Saving/loading data with store / fetch doesn't seem to be working, at least on windows. Is there a way to enable this, or maybe another way to persist data?
Thanks in advance
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[8x8] |

Hi y'all!
I made a little waving flag widget for you to customize your Picotron tooltray!
The default image is a brazillian flag, but you can change it to whatever you want. The image is drawn using Tline3d, so make sure the dimensions are power of 2.
You can also customize the flag placement by changing the x and y values of the "window_attribs" table inside Main.lua.

Hello y'all! My name is Lobo.
This is my first attemp at making a Pico-8 game.
Some aspects are a little rough (mainly the coding and the music), but I hope you like it!
EDIT: fixed a sound effect playing on ending screen when it shouldn't :)
EDIT 2: the key shouldn't stay attached to the balloon at the ending cutscene, right? haha






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