Get all rabbits and grow a good amount of grass to go to the next level.
Parts of lit areas can be turned to grass once isolated from light using your snake body.
Controls :
Arrow keys : move snake
There are rabbit holes, so lure rabbits outside by growing grass around them.
Yhen eat them, it will make the snake grow
Moles are your enemies, mainly because they have lasers. Don't let them see you so you can eat them
This game has been made in 48 hours during Ludum Dare 34
You can find a Timelapse made during the LudumDare, followed by a bit of gameplay :


You're an unfortunate flower stuck hundreds of meters below the ground and you want nothing but to see the sun again again. You might never get out, but your children may!
Shoot your seed and have it land safely to spawn a child who carries on your legacy. Shooting your seed kills you and leaves your withered body behind and if the seed is destroyed, your bloodline ends here and now.
This game uses only two controls; the left and right arrow keys.
- When idle, hit both left+right simultaneously to take aim.
- When aiming, use the left and right arrow keys to decrease/increase your shot strength, and hit left+right simultaneously to shoot.
- If on the game over screen, hit left to restart the entire game or right to restart the current level.
The game only has two levels, but I'm liking this concept so I might continue working on it after the jam.
Legacy of Flower was made entirely in PICO-8. Special thanks to @zep for making such an incredibly fun fantasy console!
Thanks for playing!
Direct the growth of vines to avoid lawnmowers. If you run out of seeds, fly the bee to lots of flowers to pollinate them for more. Try to survive as long as possible!
I originally made this game in 48 hours for Ludum Dare 34 with the dual themes of 'Growing' and 'Two Button Controls'. There's a timelapse of that here. This is an updated version of the game with lots of improvements based on feedback from the LD community.
===Changelog 1.1
[hidden]- The next spawn point for vines is now indicated by a seed sprite. The direction the seed is pointing is the direction the vine will grow (away from nearest screen edge, like always).
- The spawn point for bees is now indicated by a beehive sprite. Along with the seed sprites, this means you can plan ahead much more.
- If the lawnmower hits a seed or beehive it's position is re-randomized.
- A big particle ring now emanates from the vine/bee spawn position to draw your attention and help you quickly work out where you are.
- There's a warning flash on the side of the screen before a lawnmower appears.
- The bee leaves a trail of pollen behind it once it has visited it's first flower. Players were getting confused about how to acquire seeds; the first flower visited gives you nothing but every subsequent flower gives a seed, because you pollinated it.
- Rebalanced the game in various ways. In general, games should last longer now.
- Added some berries and flowers to the titles to make them prettier.
- Much clearer instructions on the title screen.
- Many, many more title screen puns (from 14 to 27).

Use this version for LD34 ratings
Updated Version is here (do not rate this one)
This game was made for the LD34 on theme "2 buttons control" (and growing)
As an exotic tadpole you must eat flies to achieve your transformation (not yet ingame!)
Wiggle your tail around the pond using C and V
Enjoy !
Big thanks to NuSan and Samh for advices and patience !
Hello there, here's the second game i'm working on !
SpaceSpeed, a game about going fast and dodging things.
A classic game concept, my goal was mainly to achieve a depth and speed sensation.
(And also handle some mathematic concepts such as circles.)
[left right] to move
[up] to show UI (left is actual score, right is highscore)
My personnal best is 10. (i'm not very good at it)
To do :
- Music
- Opening screen


Here is my entry for Ludum Dare 34.
There is a lot of things I would have wanted to add and tweak, but due to an unfortunate event my attention is needed elsewhere at the moment.
It's my first attempt at making a kind of pseudo 3D railshooter and it was fun, though the code could probably be improved a lot!
Controls: press left and right to steer the fighter to protect the lemon trees from the bugs.
Avoid crashing into trees and bugs. Because of the theme "Two button controls" autofire is used
instead of a shoot button.
Hey All,
Here's the final changelog for 0.3.3, which will be live on Monday.
[hidden]
Voxatron v0.3.3
Added: Custom inventories
Added: Music pattern sequencer
Added: Multiplayer selection
Added: Bloot: Title page, match logic, music
Added: The Jelly Room
Added: PREV field in activation controller
Added: Audio chooser
Added: Fold-out item creation menu
Added: Scrollwheel / mb3 camera control
Added: Script editor (scripts don't run yet though!)
Added: Shortcut keys for looping in prop editor
Added: Emitters can spawn props, audio and doors
Added: Trigger conditions host:inventory and actor:modifier
Added: Activation controllers for audio and aliases
Added: Total play time displayed on cart completion
Added: Emitted objects can optionally inherit heading and facing rotations
Changed: Can now sink in water by increasing object gravity
Changed: .pov exporter merges sequential voxels of same colour
Changed: Animation completion does not cause parent activation controller to expire
Changed: Can use go_to_room internal script with current room number
Changed: Hoisting is stiffer / more reliable
Changed: Can press button to restart after dying after only 1 second (was 2)
Changed: Doors do not warp in if they are occupied or triggered at t==0
Fixed: Doors only reporting occupied event on room entry
Fixed: Water: more robust wading, transitioning between swimming and standing.
Fixed: rand bullet duration
Fixed: incremental item collection
Fixed: aliased modifiers evaluating dereferenced parent
Fixed: emitter id == 0 clobbered on paste
Fixed: cut and pasting object definitions generates new ids
Fixed: actor:time in microscript statements
Fixed: actor:m_state.* called from room object activation controller
Fixed: Inactive modifier attribute values shown from incorrect parent
Fixed: Monsters don't run at full speed at player 2
Fixed: restarting room clobbers total_time_taken
Fixed: broken wall connectivity in small rooms
Fixed: actor state flags not set on zeroth frame
Fixed: Stand-alone emitter remains dormant forever even when duration/bursts have expired
Fixed: Barrel sometimes explodes when thrown from fast run
Fixed: Crash event triggered by carrying actor
Fixed: Walls do not extend down in liquid based rooms
Fixed: Player:super_state:died query sometimes gives false negative
Fixed: Pickups warping in inside player sometimes not immediately collected
Fixed: Room switching sometimes not triggered when carrying other player through door
Fixed: audio editor state is initialised with bad values after new sound created
Fixed: monster accel halved when mode:wandering
Fixed: Joystick not responding when left stick is up to the left
Fixed: death-triggered events don't fire when death caused by actor collision event

Here's a small suggestion: An option page!
1. To Activate
For the Web Player, I suggest we add a button. "Where can we add the button?", you may ask. There are two different methods for pausing: clicking on the screen, and pressing the button. I'd suggest we remove the button, and add a settings button!
The offline version, however, could use a command, such as "options", "settings", or "fix".
2. Suggested Settings
- Controls
- Fullscreen
- Audio Buffer (web only[If you can change that])
- Separate Pause Button (So players each have a pause button, but it does the same thing nonetheless.)
Thanks for your time!

Hi,
If you're a newcomer to pico, this may help : tutos.
The cartridges describe a new concept each time. The screencasts have any sound (no language problem). The PDF files are in french. I may translate then later if required. Enjoy :)
King regards,
jihem
Hello everyone !
This is my first game with Pico 8, (and my first game so far... not that i ever tried).
Please give me some feedback ! And excuse my english as I'm french.
About the game :
MINE KEEPER
There's an in-game help but let me explain some basics :
You're the mine keeper, so you have to make some gold for your evil boss lord.
To do so, you have access to a variety of workers and spells.
And also a whip to keep everyone motivated !
Controls :
[c] - place worker / buy spell
[x] - whip worker
[arrows] - select / move
The game is quite unfair
Some games will be harder, some easier. Because life in the mine is unfair.

Howdy folks!
I was recently at the Austin TX Juegos Rangheros game dev meetup, and the main topic was Pico8!
This reminded me that I wrote an article and I promptly forgot to post it here on the forums!
I would love to hear everyone's thoughts and freedback, especially since I heard Joseph of Lexaloffle is interested in a "Pico8 Console"!
http://missingsentinelsoftware.com/blog/ouya-pico-8s-fantasy-console

Classic dungeoncrawling renderer which draws 8x8 pixel tiles to represent the view. Player movement is restricted to the grid and 4 directions.
Things that could be experimented with or added:
- Floors and ceilings.
- Sprites like trees or enemies.
- Different textures depending on grid value.
- Transitions when turning left right, or even forward backward.
- Dynamic lighting. Use different lightsources and write to a gridbased lightmap which is then used when rendering.
- Height levels.
- The perspective is a bit weird sometimes and I guess could be made better
Controls: Use arrow keys to move and x to place/remove block. Cannot move outside level bounds.
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