Submariner
by Freddie Baldwin
This game is my submission for my Design Games module in my 2nd year of university.
This is an arcade-style game where the only objective is to drive your submarine as long as you can while deadly sea mines surround you on all sides. Shoot them with gathered missiles to clear a path, and pick up bubbles to restore oxygen to your crew!
Changelog:
Version 1.1
- Halved oxygen deplete and replenish rates
Version 1.0
- Initial version


A couch multiplayer game for those who like blowing things up.
Gone Fission! is my take on a strategy game that was a popular PD/Shareware title for the 16 bit microcomputers. To win, eliminate up to 3 other players by blowing up your tiles and claiming their squares.
How To Play
⬅️⬆️⬇️➡️ - move cursor
❎ place atom
🅾️ next player (2+ human players only).
- Place an atom on any empty square on the board.
- You can use your next turn to place an atom on another empty square or on top of your current atom.
- After up to 4 atoms are placed on an empty square (2 in corners, and 3 in sides) they explode, throwing the atoms onto adjacent squares and turning them your colour.
- Cause chain reactions by blowing up multiple squares at a time.








Following some experimentation, I've found a couple of issues with sandboxed apps and how they are given permissions to read/write files outside of the 'special locations'.
Loading cart with sandboxed workspace app can cause data loss
When you load a cart, Picotron helpfully reopens the workspaces you were using to edit that cart. If one of those workspaces is a sandboxed app, however, the app appears to be given write access but not read access.
This results in the app 'opening' the files, but just creating blank, new files and then immediately saving the blank versions over the original files in RAM. This happens without the user initiating a save or doing anything beyond loading the cart. This makes it very easy for a user to lose data if they save the cart before noticing the issue (yes, I am speaking from experience...)
This assumes all the loading/saving is done through wrangle_working_file, I haven't tested otherwise.
The behaviour can be replicated by creating a sandboxed copy of code.p64 and using it to edit a cart, then saving and reloading that cart.
My first ever finished (or as good as) cart :) I tried to make a demake of the solitaire minigame from Zachtronics' Last Call BBS as I've been playing it a lot on my phone. I've only included mouse controls, which I know isn't recommended, I might come back later to add button controls as well if I feel like . There's also no auto solver so you'll have to drag the cards to the foundations manually.
How To Play
This solitaire variant works in a similar way to klondike-solitaire. You can stack cards of alternating colors and decreasing values, card stacks can be moved onto empty columns. Clicking on the deck in the top left will deal out three cards, you can hover over the cards to see their values. When the deck is empty a free cell is unlocked that can be used to store a single card. To win stack all cards in the foundation piles on the left from ace to king! :)


Strawberry Src
A slightly-less-simple code & text editor
Author: Matt Sutton / @xietanu.bsky.social
Version: 1.2.1
Overview
Strawberry Src is intended as an equivalent app to Picotron's in-built code or text editors, with a few quality or life improvements to make navigating and editing code and text easier.
Important notes
Sandboxing
For now, Strawberry Src should be unsandboxed - it's my aim that this won't be the case forever (it shouldn't need to be unsandboxed), but for now there are some serious bugs in Picotron with sandboxed carts permissions. The bugs are documented here: https://www.lexaloffle.com/bbs/?tid=149013
You can unsandbox the cart by either loading it using load -u #strawberry_src-4
, or by right-clicking on a local copy and clicking 'about strawberry_src.p64', then unchecking the box in the bottom-left corner.



Controls
Up/Down to move paddle
Left/Right to increase/decrease ball speed
Rules
1-2 Players
First to 9 winns
About
My first attempt for a Pico-8 game is a Pong tribute.
Hope you enjoy and please consider buying me a ko-fi
URL ko-fi
More games to come soon...
On MacOS 15.4.1 every attempt to store gui tables crashes the app and results in "segmentation fault".
eg
local s = pane:active().foot
store("/ram/dev.pod", s )
s is an attached gui element
{
child = {},
width0 = 126.0,
text = "footer",
width_rel = 1.0,
sy = 200.0,
parent = "<PARENT REMOVED>",
height = 16,
border = "rrect",
update = <function 1>,
head = "<HEAD REMOVED>",
z = 0,
height0 = 16,
t0 = 0.0,
draw = <function 2>,
vjustify = "bottom",
sx = 4,
clip_to_parent = true,
width = 126.0,
bgcol = 3
}
( I remove the head and parent from the inspect output from http://github.com/kikito/inspect.lua, to reduce the output)
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This is a space game I've been working on. There's not a lot to do in it right now, but there's quite a bit I'm hoping to add in the future. If anyone has ideas I'd be happy to hear them.
Controls
⬆️⬇️⬅️➡️ - Move
❎ - Use item
🅾️ - Interact / Switch item
Changes
0.0.2
- Asteroids now spawn around player
0.0.3


What if Arkanoid and Geometry Wars had a baby?
Changelog:
Ver 1.3.1
- Hurry Up now properly resets when a life is lost instead of just losing a ball
- Lost ball particles updated
- Multiball chances refined
Ver 1.3
- Hurry Up resets when the player loses a life
- Multiball can no longer split a ball offscreen
Ver 1.2
- Ball escaping the top corners of the screen has been fixed (Hopefully)
- Ball no longer gets stuck in the screen edge when being rammed by the paddle
- Press X to skip the (admittedly long) dev logo and go to the title screen
- Increased chances of dropping the Multiball powerup
- Minor level adjustments on "Metalcore" and "Spider"





