Something kind of random that I made completely from scratch in a couple of hours.
All there is to do is to watch colorful dots slowly take over the screen and occasionally eliminate the other dots.
I guess you could try rooting for a particular color to win.
Features:
- Colorful dots slowly eating the screen
- An indicator to show which dots are still active
- A button ([Z]) to reset the "battle"
- A pretty alright song, if I do say so myself
Feel free to use the song in other projects =)

.png)

I worked on code from buck and almost finished his Pac-Man making it more like the arcade (see here), but can anybody help with 2 minor glitches: 1 why is the score always resetting to 0 (until a super pellet is eaten??? and also in the ghost logic why do some ghosts leave the cage straight down for no reason??
Hello all, I am mostly done a nice demake of an old favorite of mine from the arcade: Satan's Hollow, but I am not too savvy with music, can anybody out there help me get a pico-8 version of "Flight of the Valkyrie" which is used in numerous places in the Satan's Hollow game? I tried and mine sounds like garbage and without this proper tune sounding like the original, I fear this demake will be horrible.
Can anybody help me or point me to a person who is good with making nice music sounds within pico8?
At least if I can get a midi copy of Flight of the Valkyrie I can find a way to import it but I cannot even find that anywhere online.
Please help as I dont want to shre this awesome game without the sound just right!
Pixel Rift Adventure
Dive into a fast‑paced, roguelite dungeon inspired by The Binding of Isaac and classic Zelda. Each floor is procedurally generated—no two runs are the same.
• Explore dimly lit rooms filled with foes: slimes, ghosts, and plant monsters, each with its own behavior.
• Unlock powerful bonuses by finding vending machines in your home room—spend coins to collect letters and spell out SUBPIXEL or MATTA for massive stat boosts.
• Smash bushes and open treasure chests for random upgrades to your speed, strength, or max‑health.
• Master a timing‑based shield to fend off knockback and projectiles, then strike back with your sword or, once powered up, with long‑reach slashes or magic shots.


MINIBATTLES!
Beta 1.2
Minibattles was intended to be a Battle Royale, but ended up as a 1v1 game. Have fun and pls give feedback!
Releases:
Version Beta 1.0
- Game created
Quick fix Beta 1.1
- Sin added: "Don't ask"
- Minigun added
- Chests reset
Update Beta 1.2
- Seasonal Shop added
- New Forest Map added:
- Forest Shotgun
- Forest Chests
- Magic Loot Portal
-
Chilli Heals added
- Major Save Updates:
- Saving now works between versions! Any future update will work with older saves.
.png)

How to Play
Cattle Crisis is an arcade shoot 'em up game (Shmup). Pilot your fighter jet to defeat evil aliens and save our precious cows! Cattle Crisis is a short game and currently features one level.
- Arrow keys - Move the jet
- (X) Button - Shoot
- (O) Button - Hyper / Bomb
System
As you shoot enemies or collect 🐄, your meter will fill. Once it passes the halfway point, you can activate Hyper Mode by pressing the Hyper button. While in Hyper Mode, the meter gradually depletes. Taking a hit will end Hyper Mode, but you won’t lose a life. Pressing the Hyper button again during Hyper Mode unleashes a devastating bomb, which consumes half of the remaining meter—if any is left.









This is a preview build of my upcoming puzzle game "Dust Bunny". It is intended to be used as a reference for other PICO8 folk in case they want to make games like this. The code base is very simple, and it only has 6 or 8 sprites total, but it still has a full 30 levels with fun twists and things.
Dust Bunny runs off my normal puzzle game conventions which are broken down and focused more in my other project "Soko Sample" https://www.lexaloffle.com/bbs/?pid=sokosample
LOADLEVEL() is something i started doing on MOLE MOLE after some of the PRINCE OF PRUSSIA setup was bugging me. Since i started out making overworld games like RAT DREAMS and SEBASTIANS QUEST, when i started making more single-screen puzzles, my thought was well, its still basically an overworld, we just move the camera around, etc. Voila. But I use tilemaps pretty destructively, which isn't great for reload heavy games like PRINCE OF PRUSSIA. I thought I was very clever by having POP literally reboot itself from scratch every time you die, and then auto-press the continue button basically. BUT IT TURNS OUT, you can just dump the title screen and copy each level into the first screen of the tilemap whenever you change levels. This makes level loading and moving to the next level all use the same block of code, and in order to find the player spawn tile and things like that, I was already having to mget() most of each level when they started anyways.





I'm proud to announce my latest project:
Pico Hunt!!
Note: Gameplay loops and rounds of increasing difficulty currently in place for duck hunting and clay shooting
I wanted to try something much smaller in scope this time around; A game I can finish in a considerably quicker time frame.
Why not Duck Hunt?
Pico Hunt aims to bring the best of the NES and arcade VS. game together into one whole experience!
What I have so far...
- All music and sound effects are in
- Almost all character art for the vanilla console experience. Early VS. mode art, too!
- Basic title screen
- Basic main menu screen, with a small nod to Duck Hunt Medley from Super Smash Bros. (Thanks go to Nathan Silver and their NES rendition of the song for the inspiration!)

A 16-bit generation is not bad for an pico-8, plus i've made and recolored this to look like a Sega Game Gear/Amiga look and with Nintendo style waveforms (4 duty square, triangle, noise and periodic noise). Plus more kilobytes of ram for code and cartridge limit (120 kilobytes rather than 32 kilobytes) including a gamepad with 4-extra buttons (slash, heart and shoulders), plus animation boxes take some space within the section, and larger cart size using gif files rather than png files and backwards compatible with old pico-8 games, But anyways if this generation had have been good this would have been for me. I've have the 16Bital Palette up and running for the secret colors rather than just the PICO-8 secret palette for secret colors. I hope you all liked this better than before.


Sugarflower's Calendar
I once made a calendar that displays on a console as a school assignment.
I figured it might come in handy, so I’m sharing it here.
Feel free to tweak and use it however you like!
Since it doesn’t rely on an API, it can always display the correct calendar—even when online
overview
- A purely calculated calendar.
- It is not dependent on API behavior.
- Can be used as a widget.
control
- Left and Right to move the month.
- Down to move to today.
- x to enable/disable background transparency.
- z to switch to Sunday start/Monday start
update
- 0.0.3: Available for Monday starts.
- 0.0.2: Improved visibility when background is transparent using p8SCII