Fulmosago
A bright yellow ship is launched at full speed across the universe.
Mission code is Fulmosago. The objective : a small and well-guarded planet.
Based on Basic Shmup Tutorial by Lazy Devs Academy.
Controls
In menus, press X or C to confirm.
In game, use arrow keys to move your ship.
The ship will shoot automatically when there are enemies. Hold C to force shoot. Hold X to prevent autoshooting.
Pickups
- pink pickup restores health (or add one extra heart if health is full)
- orange pickup activates double front canons
- blue pickup activates side canons (auto-guided orbs)




Picoi-Koi
Picoi-Koi is a PICO-8 implementation of koi-koi, a game played with hanafuda cards.
Gameplay

❎ to select/confirm
🅾️ to display all captured cards
Knowledge of koi-koi is obviously highly recommended to enjoy the game, but here a quick rundown of the rules :
Rules
An hanaduda deck contains 48 cards, 4 cards for each month :

Each round, you try to capture card by matching a card from your hand with a card from the table with the corresponding month, then you reveal the top card of the deck and try to match it in the same way.
This is an entry for PICO-1K Jam 2022. The whole game fits in exactly 1024 bytes of compressed PICO-8 code.
Hold Z to charge laser. When laser charged, release Z to shoot rock.
When you shoot rock, gem fall out. Get gem. More gem got without shoot = more combo point.
Get 10000 point to become master of shoot rock.

I had a bit of time to tinker yesterday. I'm not sure what made me think of the old Infocom text adventures but here we are.
If you're familiar with Text Adventures (or Interactive Fiction) you may know that one of—maybe the—most popular tool for creating them has been the Inform language. The current version is Inform 7 but waaaaay back when I was first learning, it is was Inform 6.
Anyway, I decided to throw together a quick little IF authoring API loosely based on Inform 6. It is by no means complete or particularly advanced. Basically, I followed the first tutorial for the game Heidi from The Inform Beginner's Guide and implemented just enough to make it work. But work it does! Mostly. I think...




Hey guys.
Yeah, I'm actually back again after 2 years or less...and I've been busy. Like super busy. I've had several projects, most of which aren't even related to Pico-8, but nevertheless hard work. Also, IRL has been a rollercoaster too, but I have little time to explain everything.
Anyway, I do have a Pico-8 shmup game in the work. I can't really post it here yet until I'm actually satisfied with it. I can give one thing though: I think I finally got the problem-solving part of programming down somewhat.
In case if you haven't noticed by the change of profile settings, I have an itch.io account now. It's cheez26. Check it out sometime. I even released a non-Pico8 project on there. Also, I've pretty much abandoned Twitter at this point, so don't bother with that tbh.
To put it simply, keep an eye out for a new Pico-8 game on here and maybe itch.io.
If you've been following me here, good job. You're more patient than me. Thanks for that.
Anyway, see y'all later.
Sincerely,
PICO-8 Cheat Sheet: Print Edition!
Hey there!
This is a little something I've been working on for a while. Using the P8 cheat sheets from @ztiromoritz and LightBWK as a baseline, I've edited a printable cheat sheet that has only the most necessary information on it. I've touched it up to be more compact and colorful, yet still easily readable, and added some extra stuffs that weren't on the previous cheat sheets I've mentioned.
Credits where credits are due:
- first and foremost, Zep for giving us a creative space to mess around in!
- wh0am1 for a comprehensive and super-helpful API
- @platformalist for maintaining PICO-ATE, practically the one-stop shop in terms of general information, help and resources
- all the contributors who put together another awesome resource list for PICO-8
- LightBWK's and ztiromoritz's cheat sheets, which are both great to use as well

Four Fingers of Death 👊✋✌️
A rock-paper-scissors video game in a street fighter like evoirment? Yes, that is a stupid idea and I love stupid ideas. I made this little game in one day so no damage is done and not much energy was wasted.
It turns out it is very accessible since you only need one finger to play it and you got all the time in the world to decide what you want to do next.
It's further accessible even without the need to press any keys at all: If you find someone to start the game and activate auto-battle for you.
How to play
Press C to start game.
Press left arrow, down arrow or right arrow to choose your weapon: rock, paper, scissors respectively.

HI THERE!!! ヾ(•ω•`)o
(I might've messed the formatting up, so I may have to edit this a few times)
.
So I've been working on this project for a little over a year and now it's almost time to release it! I'm SUPER excited!!!
o(≧∀≦)o
Above, you can play the demo. It contains the first two levels of the game and cuts off at the third. I hope you enjoy it! And lemme know if something goes wrong while playing it.
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The concept originally came to me from a piece of artwork in the Famicase gallery (I think it was either the 2018 or 2019 one). The cart was called "TrainTrip". There wasn't a very detailed description of the artwork, so I started thinking up something very different from what one might expect based on that description. It eventually branched off so far and became such a big project for me, so I changed the name slightly, but kept it similar as a reference to the original artwork. Some other big inspirations for me were Kaiba, Night on the Galactic Railroad, and Galaxy Express 999, all of which feature a protagonist who is taken across different lands, but who has no control over the vehicle they ride or where they go (and yes, two of which feature trains). Obviously, I highly recommend those three animations.



Teatime!v2 is a top-down 2-handed-keyboard roguelite shooter featuring experimental controls, 6 weaponTypes, 3 playable characters, and quirky mechanics. Free-to-play inbrowser on itch.io and the pico8 bbs.
Goal: Keep your cupHp and playerHp above 0 for 300s while preventing no-more than 10 leaf from entering your cup. When the timer hits 0, you are given 10s, from times [0,-10], to drink the tea before it spoils.
[LongPlay: Fewer leaf in your Cup will mean a higher score and potential bonuses]
Left_Hand: a|d: angle of fire s: fire; (tap)shotgun/sniper, (hold1)bomb/kinesis, (hold2)mg/poison f: (tap)grab-nearby/drop cup; (hold)drink from heldCup e: drop fakeCup [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=117549#p) |
"Vision Quest"
I hardly remember the sand stinging my face or the burning fatigue in my limbs, my entire spirit absorbed by the spectacle dancing before my eyes...
280 characters
w,t,s,c,r=128,0,sin,cos,rnd::_::pal({1,2,8,9,10,12,13,14,7},0)for x=0,64 do?"웃",32,87,0 a=38*(x+t*2)b=(x%27*9)%64line(a*2%w-9,b,a%w+9,b,9)for y=0,64 do n=s(x/w+t)+c(y/w+t)+s(y/w+t*3)*c(x/w+t)pset(x*2+r()*2,y*2+r()*2,y>48+r()+s(x/80)*4and 15or(3*n%3+t*4)%8+1)end end t+=.001goto _ |
Hello fellow Piconians !
More trouble in paradise. Here now try out this code:
n=0 if n<10 then ::a:: ?"<" end ?"*" flip() n=n+1 goto a |
I want it to always show "<" despite the value of a
Yet, this doesn't run. Now granted I understand that the label a
is inside a conditional loop yet at least in the other programming languages I've worked in that shouldn't make a difference. It does here and comes back and says:
SYNTAX ERROR NO VISIBLE LABEL 'A' FOR <GOTO> AT LINE 11 (TAB 0) |
@zep is this a problem of Pico-8 or inherent in LUA itself ?



Hello everyone, I have been working on this game for a week or so now, let me know what you think?
built off of https://www.lexaloffle.com/bbs/?tid=48986
space eaters asset pack: https://cluly.itch.io/space-eaters
I am open to feedback, but be aware this game is still quite in development
turn on clocks in the pause menu






