I’m a low-vision developer who recently fell head-over-heels for Pico-8 and Picotron—honestly, the low-res aesthetic is a game-changer for central vision loss. With fewer pixels and tight constraints, these platforms are some of the most playable and buildable game dev environments I’ve come across.
That said, I’ve been running into some accessibility bumps—especially with the IDE tooltips. The red-on-brick-red color scheme is tough to parse, and jumping my gaze from one side of the screen to the other really adds up in eye strain over long sessions.
Here’s my wishlist:
• Screen reader support: If tooltips and field labels had ARIA tags or other hooks for screen readers, I could fly through tools without as much visual fatigue.
• Retro screen reader mode: Even better? Imagine a built-in reader that sounds like an old-school ’80s computer voice. Bleeps, bloops, the whole vibe. Functional and fun.
I know accessibility work takes time, but even a small tweak—like upping the contrast on tooltips—would go a long way. I’d love to hear if others have worked around this or if it’s on the roadmap.


Ten days of hyperfocus later, I have a working playtest ready!
The "how to play" section needs a lot of love, but the game is functional. The logic is based on the Andy Looney game Icehouse (https://www.youtube.com/watch?v=Zjow6EJflw4&t=192s), which is a real time board game played with 3-4 players.
Just a little snippet I use when looking sfx that haven't been used in the pattern editor.
p,s={},"" for a=0x3100,0x31ff do p[@a]=true end for i=0,63 do if not p[i] then s..=i.." " end end print(s) |
Paste into the terminal and hit enter.
WARNING: This only shows sfx that are unused in any pattern. You are responsible for checking whether they are:
- Used as sfx in the program
- Used as instruments by another sfx (i.e. for sfx 0 to 7)
- Used in some other way I haven't thought of
PicoZip
A PICO-8 rendition of LinkedIn's daily Zip puzzles. Procedurally generates a square grid with checkpoints that must be crossed in order, and all squares in the grid must be filled in order to complete the puzzle.
Controls (Game):
Up/Down/Left/Right: Extend path in direction if possible, or backtrack last move
X: Backtrack last move, or open exit menu
Features:
- Random color scheme per game
- Adjustable grid size (3-6) and checkpoint count (2-9, may be less in smaller grids)
- Random wall generation in grid
To-do:
- Add SFX/Music
- Need to optimize the path generation algorithm for 6x6 and higher grid sizes. Even 6x6 can take up to a minute to generate right now with naive Hamiltonian path generation.


A new WiP for a 4 player RTS game. It's also my first pico project. yay!
Pyramid Panic – A Game of Tactical Geometry 🚀
Hey PICO‑8 pals! I’m brewing a snappy 3–4‑player skirmish where every pyramid you fling can flip the table. Try it, break it, tell me what hurts!
Quick Pitch
Redirect lasers? Nah—redirect pyramids! Stack attacks, juggle defenses, and overload your rivals before the buzzer.
Controls
Each player drives one cursor with three modes (cycle with ⬅️ / ➡️):
Mode | What it does |
---|---|
Attack | Plant an 8‑pixel pyramid aimed at any defender. Hitting your own defender scores 0 but still fuels Overcharge. |
Defend | Keep a defender alive at all times. Lose it and you’ve got 10 s to drop another or you’re out. |
Capture | Triggered by Overcharge—snatch an attacker pointed at your defender, then redeploy it anywhere. |
Scoring
We recalc right after every placement:
- Attackers earn 1 pt if 2 + attackers point at the same defender of another color.
- Defenders earn 1 pt if facing 0 – 1 attackers.
- Everything else = 0.
Each player totes 6 pieces → 36 pyramids max in a 4‑player frenzy.
Overcharge ⚡
Three or more attackers locking on one defender? That defender Overcharges. Its owner gets an instant Capture move before play rolls on.
Endgame
- 3‑minute round timer, or
- Player 1 may end early by holding both buttons 5 s.
Highest score wins. Tie = sudden‑death; first point steals the crown.
State of the Panic
Alpha build live! I need your hot takes on:
- Attack/defense balance
- Is six pieces each spicy enough?
- Can you always tell which cursor mode you’re in?
Drop feedback, gifs, and victory dances below. Salty taunts encouraged.
This is something i have worked on for a while, and was wanting feedback!
Controls:
X - Switch selected block (block abouve head)
Z - place selecte block
Up arrow - jump
Down arrow - break block below and put in inventory, or, if pushed with Z, places a block below player
left arrow - moves left and places block to left when using Z
right arrow - same as left arrow but flipped
if you have any questions, just ask!

PIXOTHELLO is a colorful and strategic twist on the classic game of Othello, built with a retro-inspired aesthetic. Battle against the computer or test your tactics solo as you flip your opponent's pieces and dominate the board.
The game starts with the traditional four-piece setup, then evolves dynamically as you choose your moves and watch the board change in real-time. Every move counts—capture corners for maximum points and outmaneuver the AI’s logic.
Can you control the grid and claim victory in black or white?
Press ❎ to start flipping!
Feel free to check out my other games too ! https://www.lexaloffle.com/bbs/?uid=91692
I've been considering using Pico-8 Education Edition to teach kids the cozy world of game-dev in pico8. But one friction I've had is that using a tablet (most kids nowadays have access to one), it's impossible to hit the escape key (I've tried it with a couple of bluetooth keyboards).
Again, it's meant for kids, so I'm not really looking for a roundabout complex solution.
It would be great if this educational tool had an alternative way to hit [esc]. I'm open to any possible alternatives really, but I do think it would open the door to a lot of kids to play with the tool and have fun with it.
Any thoughts on this?
Jose



Montezuma's Revenge on Pico8
Well here it is, finally 99% completed, only a few items to add, not to mention more rooms and pyramids.
The only unworking item is the amulet.
It is only a part of the first pyramid due to Pico8 size limitations...
I will hopefully get Pyramid 1 complete at least...
Thank you so much to Krajzeg for the sprites!
A few things I added that were not on the original Monty:
-ducking
-bats (a reason to duck, to avoid them)
-jewels and other treasure
-extra life heart
-spears (act exactly like the sword)
I hope you all like it, it took some time to complete to this point.




Skilled Explorer Creeps 'Round Every Tunnel (S.E.C.R.E.T.)
This was my submission to the 2024 Github Game Off.
You are an explorer in some secret caverns or something.
Itch: https://lumbar527.itch.io/skilled-explorer-creeps-round-every-tunnel
Controls
⬆️⬇️⬅️➡️ to move.
❎ to shoot.
🅾️ to reload.
Tab to switch between gun and torch.
Map Editor
Hi all, I'm new to the wonderful world of Pico-8. I picked up programming a while ago as a hobby and have had this idea for a gorpy game enemy that reassembles its self as you fight it. I was hoping to see it in Doom or Doomlikes but never have so I gave it a go on a scale that was manageable to me. It used to have little critters that would fly off the slaughter (there was a sword first) to feed from the gorp and lay eggs but I could not fit that into the cart with a life and score system which forced me to focus on gameplay. I LOVE these limitations and the past two weeks got me further than I thought I would.
I appreciate it when games let you figure them out so I tend not to give any instructions apart from controls. Feel free to share what you think about this, feedback and ideas are more than welcome.
What's this?
Gorpslosh is a top-down hack 'n' slash with ignitable goop and matches.
How does it work?
• [arrows] to move in absolute direction



