hey everyone, I was watching this video going over the basics of ECS, and I was inspired to try a lightweight pico-8 implementation of the concept. this is pretty rough and unoptimized, but I thought I'd post it here in case it's of use to anyone or happens to spark a conversation.
I implemented it slightly differently, with the "systems" and "relations" part bundled into one system I refer inside as "relations". essentially, you can easily specify pairs of entity types to call a function over. this is the part that isn't super optimized, since there's no caching going on. but the upside is the whole thing is only 242 tokens atm.
Welcome to HELL-8, a pixel-punching, two player (No single player option) platform-hopping 1v1 arena fighter built for the PICO-8 fantasy console. Choose your damned warrior and battle through fire, traps, and infernal chaos in a brutal tournament where the winner earns a single, rare reward: a ticket out of hell.
Controls
[Left and right] Move
[Down] defend while pushed (Defense covers the first 2 hits, then it has to refresh)
[O] Jump
[X] Attack
[Down and X] Special attack
Credits
- Pablo Huet: Single developer, doing code, graphics, design and sfx
- Candela Fernández: Provided concept art, valuable testing, and more valuable support!
- Also big thanks to Snabisch for his music that he provides for free at his itch.io page!
Goldigo
A simple game about clearing the blocks. Your progress is automatically saved, if you want to change your ability, reset the cart.
At the beginning you get to choose your ability.
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the rest is self explained.
have fun :)

94339
Explore a decaying world overrun by plantlife in this compact metroidvania. Slash through overgrown obstacles, uncover hidden paths, and get lost in a maze of secrets and shifting environments. Exploration and combat go hand in hand as you piece together the story of a forgotten ruin.
Using a controller is highly recommended
Controls
- Move ⬅️➡️
- Jump ⓩ
- Attack ⓧ





I wanted a way to easily view the entire memory of a cartridge as though it were spritesheet data - so I designed this tool to do just that!
By entering the filename of a cartridge as though you were calling LOAD
from the PICO-8 console,
MEMEX will copy its entire ROM region (0x0000 to 0x42FF), and project it to the screen.
With the available tools, you can easily edit and save huge swaths of memory. Use caution doing this!
Using MEMEX



tl;dr: use left-mouse to play, this is a free demo, the full game is on itch. have fun!
Make Ten Deluxe is an expansion pack that builds on the original Make Ten, featuring 35+ variant modes. Some modes modify the rules slightly in ways that significantly change the flavor of the game, some modes are particularly puzzley situations for you to solve, and some modes are too strange and specific to describe.
There's something for everybody to love: each of the game's dozens of modes were carefully chosen to be interesting, surprising, or otherwise delightful.
This is my first ever game created. It is a simple highscore game in which you must avoid enemies, use power ups to help avoid enemies and collect coins to increase your score.

Controls
- Move around with arrow keys or dpad
- Start the game and retry with X on keyboard or controller
- Use C or O on controller to interact further with the game
Enemies
Slime - Picks a target on the map and goes to it

Goblin(Looks more like a Frog) - Works in the same way as the slime but moves much faster


Pix - Color all Pixels
This is my first ever game in any engine that I publish. It's still a WIP and I would love to collect some feedback and also suggestion for improvements or additions.
It's heavily inspired by coloring pixels game that are commonly available on steam and other devices.
When you are in the "draw mode" you can select different modes, holding X and O and then choose something with up and down arrow.
You can also save your progress per Image, with the menu (Enter) and hit Save. This will store the progress with cstore
although I don't know if it works here in the browser on BBS but I guess I will find out soon :D
Tipp: You can hold X while moving the cursor. Also dont worry, already correctly painted pixels are set in stone and can't be drawn over with with a wrong color.
Have fun!
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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.