Goal:
Dig as deep as you can!
Movement:
Press and hold a direction to accumulate charge, and let go of all direction keys to slingshot the ball in the desired direction.
Available charge accumulates over time, and is displayed at the top of the screen.
The faster the ball, the more damage it deals.
Score:
Bricks spawn with varying health. Each time a brick is destroyed, its initial health is added to your score.
Power Ups
2x doubles the amount of points bricks provide.
4x quadruples the amount of points bricks provide.
Maximum Charge keeps available charge at the maximum amount.
Maximum Damage allows the ball to destroy any brick upon contact, regardless of speed.




Do you have examples of carts that imply that pico8 actually existed? Like with an authentic cart label or a "copyright" disclaimer, or something like a pdf MANUAL included with the game, just like how real game cartridges were distributed back then?
I really like the idea of implementing something like this in my games. Here's what I did for one of my tools:

This only extends to the cart label having a "studio" name, a pico8 logo and a creative commons license logo though.


This is a simple adventure game I made for my son, who is 3 years old. He loves the old Zelda games, but obviously he has trouble with the dialog parts and the puzzles. He also loves trucks, dinosaurs, and to write music with me. He even helped write the music for the game!
I resolved to make a game in the same style as those games, but MUCH simpler.
Main features:
- No dialog or reading required.
- Simple, randomly generated terrain features
- Randomly spawned enemies (3 types)
- Randomly located boss (a fire-breathing T-Rex)
- Randomly placed treasures
- Consistent land features (field of tall grass, beach)
The goal is to go around and get the 3 treasures, then return them to the giant toybox in the middle of the map. The treasures are scattered around the map:
Description
WIP on a mini golf game, pretty bare bones at the moment with only one hole.
Next step is to create an editor so I can make life easier creating more!
Controls
Use O to switch modes (between looking and playing)
Looking
Arrow keys - look around
O - switch to playing
Playing
Left/right - aim
X - start/stop power bar
O - switch to looking


My entry for the 7-Day Roguelike Challenge 2025, a short, simple traditional roguelike. As the cleric, explore the dungeon, collect holy orbs, find weapons, and fight demons.
You have 3 divine powers you can use at any time (if you have the piety):
- Enchant: Improve your weapon by 1 level.
- Heal: Fully restore your HP.
- Rage: Gain double damage for a short time.
Heal and Rage become more expensive after each use.
Weapons have a maximum enchantment level, at which they can't be enchanted any more, but do double damage.
Good luck!


Micro Dig Deep is a retro demake of Miner: Dig Deep, an old favorite Xbox Live Arcade indie game.

You are in search of the worlds largest diamond. In this procedurally generated mine, there's ore to discover and sell for upgrades, but don't get stuck and be sure to watch out for falling boulders in the dark! If you do get stuck, there is a "Retreat!" option in the Pico8 menu to get you back to the top.
Upgrades
-
Torches increase your lamp light.[8x8]







Hey, hope this is the right spot to post!
I'm working on a turn based 2-player game where the state of the board is saved into a huge array.
The End Turn function creates a temp array, adds all the elements of the board array into it in reverse (so all the p1 assets reverse with p2) and then wipes the original board adds the temp array back in.
This temp array sticks around, so the undo function would just do this last part again: wipe the board and make it into the temp array which hasn't been altered since the last turn change.
My problem is that the temp array keeps pace with the board! Undoing essentially does nothing... anyone ever have a similar problem? anyone make a game with a similar mechanic I could peek at the code for?
Thanks!


My first Pico-8 project! Heavily inspired by the game Switch 'N' Shoot by Matt Glanville
This is my first finished project after watching the Pico-8 dev tutorial videos by SpaceCat on Youtube
CHANGELOG:
v1.2 Fixed issue where score would overflow after 32767 points
v1.1 Fixed start menu and Game Over music not looping






Hello
So I've been working on this cart for a week or so and I think I am finally at the point where I can release it into the wild. Might still be a few bugs, but mostly OK. Let me know what you all think!
I have updated the cart to remove the score bug that PrDrNintendo found in the original post. It's probably not the last bug, but I tried to get rid of some of the "button mashing" problems I could find.






Gameplay and Sprites made by me.
Controls:
arrowkeys to move
holding x or c enables moving forwards and disables moving backwards
black stars kill you and asteroids have hitboxes
Particle Graphics remixed from SaKo's Shooting Star
Music by muse_energy





Temple of Ankh
Temple of Ankh is a Rubik’s Cube-inspired game featuring an Ancient Egyptian aesthetic. It consists of a 4x4 grid with 16 unique hieroglyphs. The goal is to rearrange the grid to match the final pattern.
P.S: It’s a challenging game, so have fun and good luck! Don’t forget to share your time and move count.
How to Play
Mouse controls are enabled. Left-click to interact with buttons.
Credits
Design/Art/Music/Code: ArenaLlanura


