Minesweeper
How to play
- Tiles with numbers indicate how many mines are around that tile
- If you know where a mine is place a flag on that spot
- To win reveal every tile that isn't a mine
- There may be times where you just have to guess
- Personal best times are now saved!
Controls
- Left Click / Button Z: reveal a tile
- Right Click / Button X: place/remove flag
- Scroll wheel / (Left + Right) Click: special flag macro
- Arrow Keys / Enables basic button mouse controls
- Click the face icon to reset the grid
- Difficulty settings can be found in the pause menu (Enter Key)
About
- Released on May 25th, 2025
- Made in less than a week



It is my first SHMUP WIP demo.
- x: Normal shot (4 steps power up)
- y: Missiles
- P mark: Power up
- M mark: Missile supply
- You get bonus scores by continuing to get P and M marks without getting any damages.
- Getting damaged, you lost a power-up.
** RECOMMEND PLAYING with a GAME PAD!
It is currently a technical demo, and there is no gameplay adjustment. Sorry.
Music is temporary. (Please help me with your music)
You can play the following two stages.









I haven't used Pico-8 in a while but I just tried it today and suddenly I am getting stuck at the pause screen whenever I try running a Pico-8 game on the web.
The pause screen comes up right after Pico-8 initializes. I can dismiss it, but it reappears again right away.
This doesn't happen when I run Pico-8 locally.
I've tried on both Edge and Chrome and I get the same thing.
Any ideas?


EAT food
DASH over walls (& yo'self!)
BUILD your combo
BE a snek
Controls
- Arrow keys to turn
- [O] to dash (keyboard 'z')
How To Play
An updated take on the classic Snake formula. Snake is fun, but it tends to drag. That's where the DASH comes in. You can dash over walls AND yourself. This allows for much quicker gameplay, more unique situations, & a higher skill ceiling.
Combos add extra points when you eat food. Eating food with a dash is worth more points. Skillful balance of picking your path & timing your dashes is key!
I hope you enjoy, and thank you for playing.
Post your high scores in the comments!
About





When using the least-dense brush fill and zooming out one level on the map, you can create a confusing visual situation where a tile that is "full" with dots will be sub-sampled to a completely empty tile on some zoom levels, and a completely FULL tile on other zoom levels. Examples below.
Zoomed out one level.

"Base" zoom level.

Zoomed out two levels.

Not totally sure the answer here, but perhaps there's a way to shift the sampling patterns so they're slightly misaligned with the brush patterns.
Not a huge deal! Just a strange pseudo-bug where I'm painting with a tile and it seems like it's not appearing at all.
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.
I'm working on a 2D sandbox game for Picotron! Here's the first ever public preview build. You can build stuff in it, with tiles.
Unsandboxed version for your convenience https://cardboardbox.tech/stargazer
Sandboxing currently kills some performance, till I figure non-blocking I/O out.
Featuring:
- Dynamic map loading, with a custom memory allocator
- Color table based shading
- Simplex noise cavern generation
- Temporary infinite map generation. Will later switch to generating ahead of time.

CHANGELOG
== 24/05/2025 ==
- Improved sandbox detection to work around an edge case in Picotron
== 23/05/2025 ==
- Introduced a fallback mechanism for running while sandboxed
- Help text is now only shown while holding H

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!