Animtron alpha release
I have created an animation studio that I use for my games, and feel it's polished enough to be released for early feedback.



Features:
- Loading of any cart's gfx data
- Might need to unsandbox Animtron to edit carts in RAM
- Saving/loading animations to .pod files
- LERPing, speed controls
- Playback, looping, pingponging
- Saves a bitfield (similar to the sprite one) per animation frame
- Allowing you to specify what frames in the animation have special properties like:
- invincibility frames, parry timing, etc.
Quick how-to:
- Install by running
load #animtron_01_1-0in the Picotron terminal - Load a cart by clicking the appropriate button (you have to type the cart's name in the open box, can't just double-click)
- Add frames by right-clicking in the sprite pane, or by clicking the appropriate insert button in the animation pane

Hi !!
I made this game back in 2020 for the GMTK. I used the html export and forgot to add it to lexaloffle bbs. Thanks to
rvreqTheSheepo for pointing that out to me.
Objective :
- You only have 12 minutes before the sun goes down
- Collect 20 / 40 / 60 sheeps for a bronze / silver / gold medal
- Each level can be replayed to improve your time / sheep score ( the record won't be modified if you can't beat at least one of them )
Controls :
[z] jump
[x] bark
Known issues :
The game is not properly finished. There's a lot of missing features and bugs :
- You can collect medals even if your time is out. I wanted the player to be unable to get medal if had no time left, but for now, only access to new level is blocked

Hello :)
I start up Pico 8 but there is no sound - even the home screen shows just symbols for notes instead of playing the actual startup sound. Sound works for other applications.
Tried uninstalling snd reinstalling, turning off and on etc, no luck.
Any idea what the issue is? Using a MacBook Air M2.
Many thanks

This is my second Pico-8 game, a demake of asteroids...with a small twist.
That is, when you thrust, the ship stays centered and the viewport moves around a 256x256 play area.
Controls
L/R to rotate the ship
O is fire
X is thrust
note: there is no hyperspace in this game
Rules
Destroy all rocks!
Watch out for saucers - they can shoot you and become more frequent the longer you take to clear the rocks.
As time goes on the small saucer is more likely to appear - this one is more accurate - beware!
Free ship every 10000 points.
Behind the scenes
PicoCo Clicker 🍪
A bite-sized idle empire, baked fresh in PICO-8
What is it?
PicoCo Clicker is my year-long love letter to Cookie Clicker and the wider idle-game genre—hand-crafted inside the delightfully tiny, 128×128-pixel world of PICO-8. I’ve polished it until it gleams, squeezed every token I could out of the fantasy console, and wrapped it all in crunchy retro charm. It’s not “perfect,” but it’s exactly the flavorful little treat I hoped to serve.
Why you might lose track of time playing
Core Loop Why it’s delicious
Click → Earn cookies → Upgrade → Repeat The classic feedback loop, tuned for quick dopamine hits and long-haul AFK sessions.

Can you imagine living under constant existential threat? Crazy, right? TweetTweetJam#10
https://voidgazerbon.itch.io/rock-of-damocles

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 1.2
- Updated title screen to show "by Freddie Baldwin"
- Removed unused sprites from the spritesheet
- Adjusted level up sound based on feedback
- Added a sound effect to the game over screen
- Added a subtle blue outline to all decals
- Inserted new cartridge thumbnail

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.

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.





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