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[72x8] |
Welcome to the mountain course! Race through tricky canyons and perilous bridges, and aim for a good time!
My personal best is 54.2 seconds. That is unless you count a particularly nasty shortcut mid-way through the track, with which I got 38.5 seconds.
Good luck!
Controls
(Control options available in menu)
❎ - Drive
🅾️ - Brake / Reverse






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[40x8] |
This is a little racing game I've been working on. I'm quite happy with how the car physics have worked out.
My best time is around 25 seconds for this track.
v0.1
- Fixed timer
- Added alternate controls (in pause menu)
v0.2
- Car can reverse
- Speedometer
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This is a simplified kind of inverse kinematics. The function finds an arm position that will reach a certain point. Simplified in the sense that this is done just using vector maths instead of an actual IK algorithm. You can look at this desmos graph if you want to see the maths more closely.
Input:
- Shoulder position (sx,sy)
- Hand position (ex,ey)
- Arm length (dist)
Output:
- Elbow position (kx,ky)
- Hand position (ex,ey)
The arm can only reach so far, hence the returned hand position. You can see the difference if you try to over-extend the arm.
It hasn't been optimised for tokens and the variable names don't really make sense, so apologies about that
function inv_kin(_sx,_sy,_ex,_ey,_dist) local mx,my=(_ex-_sx)/2,(_ey-_sy)/2 local mm=sqrt(mx^2+my^2) if mm>_dist then return {kx=_sx+_dist*mx/mm,ky=_sy+_dist*my/mm,ex=_sx+2*_dist*mx/mm,ey=_sy+2*_dist*my/mm} end local km=sqrt(_dist^2-mm^2) local kx,ky=km*-my/mm,km*mx/mm return {kx=_sx+mx+kx,ky=_sy+my+ky,ex=_ex,ey=_ey} end |
And in the draw function
local ik=inv_kin(body_x,body_y,hand_x,hand_y,40) ... spr(3,body_x-4,body_y-4) spr(2,ik.ex-4,ik.ey-4) spr(1,ik.kx-4,ik.ky -4) |
If you want to change the elbow direction, change the line
local kx,ky=km*-my/mm,km*mx/mm
to
local kx,ky=km*my/mm,km*-mx/mm
(swap the sign of mx and my)
This is a work-in-progress game of picross. Has someone else used the name picocross? Probably, but this is my one!
It currently only has one puzzle and the game ends once you beat it.
How to play
Use arrows to move the cursor.
Press (X) to place a tile and (O) to place a cross. You can use the crosses to show where tiles definitely are not.
Press (X) or (O) to remove a tile / cross.
Press (X) to highlight / un-highlight a number. You can do this to keep track of which numbers have been solved.
How to play picross
To discover the hidden picture, you need to determine where the tiles must be placed.
For each column and each row you are given a set of numbers. These numbers tell you how many consecutive tiles are in that row or column. Multiple numbers means multiple 'blocks' of consecutive tiles in the same order as the numbers, that are separate from each other.
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[8x8] |
This is a score-based game where you must collect orbs while bouncing on a trampoline. The more orbs you get in a single jump, the higher combo you'll get. Can you get a combo of 4 or more?
If you're having trouble gaining height, remember that the middle of the trampoline is the bounciest, and to use your jump at the peak of the bounce to gain momentum.
Controls

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[64x8] |
This is a topdown, psuedo-3D platformer I've been working on. There's no actual game to it yet other than getting a few coins. It's definitely a little janky and not optimized at all but I'm still quite proud of it.
I don't know if I'll ever get around to making the game part of the game so I thought I'd submit it in case anyone was interested.
Controls
Arrow keys to walk
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[48x8] |
Important! I actually made this version ages ago, but I published it as a separate cartridge for some reason. Anyways, here's the new version.
An arcade-y game based on the Mario Bros. Game and Watch.
This is the second version of my first PICO 8 game. Hope you enjoy it!
How to Play
Move both workers to carry the products up the conveyor belts. Don't let them fall!





