Hi there.
I would like to make a suggestion to @zep: I would love if there was a public or private (developer key based for instance) API allowing to list all the carts with their associated meta data: stars, submit date, last thread update, tags, etc. to allow 3rd party pages to propose alternative ways to discover them.
I would love to be able to surface easily the latest new "hot" games when I come back to PICO8 every six months or to order them by popularity, just to find some gems I've never encountered yet.
I used to look at the picotracker website a user made long time ago, but it is now dead (and it had very limited features).
It could be achieved by scrapping the website but it's not respectful, not elegant and a pain to develop.
To avoid abuses, the API could do something like caching the result of the query once per day and return that?
I hope this feature request will get some attention :) ♥.







Game Overview
"Block Shots" is a Pico-8 game similar to a block breaker or brick breaker style game where players shoot balls to break blocks. The game features:
- Blocks with numerical values that decrease when hit
- Balls that bounce off walls and blocks
- A launcher mechanism with directional aiming
- Progressively advancing blocks that create increasing difficulty
- Score tracking based on block hits
- Highscore
Controls
- ⬅️ ➡️: Adjust aim angle
- 🅾️: Fire/release balls
- ❎: Restart
Core Mechanics
Launcher System
- Player aims using left/right buttons to adjust angle
- Balls are released in sequence with a timer delay
- The launcher has a visual aim indicator
Ball Physics
- Balls bounce off walls and solid objects
- Ball speed and direction are determined by launch angle
- Balls are removed when hitting the kill zone (bottom of screen)
- Ball colors dynamically change based on the highest block value
Block System
- Blocks have numerical values that decrease when hit
- Blocks are removed when their value reaches zero
- New lines of blocks are added at the top after each round
- Blocks advance downward after each round
- Game ends if blocks reach the bottom deadline
Level Progression
- New rows of blocks are added with increasing difficulty
- Block count per row is randomized within min/max constraints
- Block positions within a row are randomized
- More balls are provided as levels increase
Technical Implementation
- Uses a tile-based collision system with flag checking
- Tracks game elements (balls, blocks) in tables
- Uses sprite-based rendering with dynamic sprite selection
- Implements simple physics for ball movement and bouncing
- Handles collision detection between balls, walls and blocks







This is my first Pico-8 game.
Story
The four tribes of Dogs, Ducks, Slimes, and Humans are hosting a compitition! Find the statue of each one and go to the big sky island for a prize!
Features
- Play as one of four unique characters, each with their own physics
- Optionally grab the poly-bandanna, which lets you transform into the enemies you encounter (without it, attacks knock out the enemies)
- A big world with unique areas
Controls
O: Jump
X: Attack
D-pad: Move
Credits
Many thanks to Nerdy Teachers for their platformer engine and some textures (especially the humans, dirt, and grass)




The people of earth are too busy with new developments in technology, like ai. They have forgotten how to touch grass. But how can they touch Grass if there is no grass to touch? Help save the people of earth by planting more grass!
Gameplay :
- Dodge the obstacles and throw while throwing seeds.
- The Pollen you collect from the thrown seeds increases your score.
- Throwing seeds increases fills the "seedometer". When the seedometer is full, the player generates a shield to protect themselves from obstacles.
- Increase your score to grow the tree in the main menu!
- Game over when the player's HP reaches 0.
Controls :
- Press arrow keys to move
- X button to throw seeds
- Z + any arrow key to perform dash
Made for Clear Skies Game Jam 2025
Made by QCrimson and Krump
Hello everyone,
I’ve just released my latest game, A Buzz Life, made for the 1-BIT JAM 6!
It’s a fast-paced collection of microgames inspired by the WarioWare series, where you control a fly trying to survive a series of strange and often ridiculous challenges — like digging through trash, dodging spiders, or freezing in place to avoid getting swatted.
The twist is that your fly is aging in real time. You start as a maggot and go through its entire life cycle as you play. If you don’t finish the sequence of games before reaching the end of its life, it’s game over. That time pressure adds a layer of urgency to everything, and (hopefully) some dark humor too.



Duckflight


This is my first and potentially last game. You fly a plane and try avoid the ducks in order to avoid dying as well.
controls
- left/right move
- x dash
Dash:
There is an icon in the top right corner. If that one turns green, you can activate the dash. press an arrow key and x at the same time. Releasing the arrow key early allows to stop the stop the active dash.
Once activated the dash icon at the top (the <>x) turn white again which indicates that it is inactive.
Changelog
0.02:
- Added Score Counter
- delete birds on restart
- limit player movement to screen boundaries
- added a soundtrack
- changed to CC licence
0.03:
- added 6 Levels of difficulty
- added Highscore counter (saved between sessions)
- improved collision
- added score counters to menu
0.04
- reset level after game is lost
0.05
- decreased vertical distance between birds to make it harder to fly between them
- decreased horizontal distance between birds to reduce gaps
- added second soundtrack
0.06
- added a dash ability
- added clouds in the background
- moved from Work in Progress to cartridges. Furter changes are unlikely bit not impossible.




We all have to start at the beginning
Having hunted high and lo for what felt like the 'right' tool for me to use to attempt to build an homage to the classic Gauntlet arcade game. pico-8 found it's way into my world and I went in hard.
So here we are, a pre-alpha-alpha prototype just so I can get used to the syntax and concepts.
It's like being a kid again.
ToDo List
Hahah.
Well, Monsters for one. Which then means 'combat' or more likely 'Whack or die'. Then we get the fun of map 2, maybe another character, music, title screen, menus, that little spinning move you did when you got to the level door......
But, as they say, the hardest step is the first one.
An interactive quilt for TTJ10, made in <500 chars of code.
More toy than game; think of it as a jigsaw puzzle, if you like.
controls
Left click to pick up a patch, left click again to drop it.
Also hosted on itch.io
A Minesweeper game submitted to the TweetTweet Jam X.
Now improved with 0-fill and flags!
Basics:
- Left click a blank square to reveal the block; the number in the block shows how many mines are next to that block (vertically, horizontally and diagonally)
- Reveal all the non-mined blocks to win; which will reveal the board (green mines)
- Hitting a mine will reveal the board (red mines)
- You can flag blocks you think might be a mine with Right Click; right click again to remove the flag (flagged squares cannot be clicked to avoid accidentally revealing a mine and losing the game)


Galactic year 2387. Things have been rather dull on your first assignment for the Star Corps, patrolling a quiet trade route. Suddenly a massive, deadly Zorlon swarm appears, seemingly from nowhere, and you're the only thing standing between it and a nearby peaceful planet. You frantically punch out a distress call, but a sinking feeling in your gut tells you help might not come soon enough. Well, time to blast as many as you can...
Controls:
Dpad - Move
Z/X - Fire
This is my attempt at fitting a simple shmup into <=500 characters for Tweet Tweet Jam 10. Shoutout to Krystman, whose Youtube shmup tutorials were a big inspiration.


The game I mentioned in my post yesterday, here it is! I spent maybe a week total working on it, probably 6 or 7 hours a night, and got plenty of help both from Aslas (my artist friend, she's amazing and did all of the lovely sprites) and my amazing play testers (N. Borel, Nathaniel B., Candy, Julia Inferno, and Angie Miller). Special thanks to them because they are 2/3rds the reason this project is here.
I hope you all like it! Any feed back would be appreciated as technically this is a "demo" build and I still have features I want to ad, such as additional game modes, more unique variants for zombies, etc etc. Also if you notice any bugs please, also let me know, so I can fix them.
