Hi there!
I've made an (almost) fully-featured Go board game for the Pico-8 inspired by this tweetcart by Munro. Feel free to submit any bug reports if you encounter any weird behaviors.
Features:
- Auto capture
- Suicide restriction on placing pieces in eyes
- Piece capture counter
- Illegal placement feedback (cursor flashes red and won't allow you to make an illegal move)
- Awesome design - entirely thanks to Munro
I'm still a bit new to the game of Go, so I may have missed a few rules I'm not aware of, feel free to let me know if there's something I should add.
Planned features:
- Auto-scoring
- Pre-defined rulesets
My jam game called Sun Break, finished in 7/8h. Very short scope but worth it, hope someone like it. The itch.io is https://raphaelkieling98.itch.io/sun-break
> You are a girl in a temporal loop. Are you able to escape? 10/15m of playtime :)





So yeah
I joined the pico-eightely world of Pico-8 and decided to try to do some stuff.
One of the things I (and assumedly many others) noticed is the quirk of the numbers range only going up to ~32700 because it's only stored on 8 bytes, and I figured I could try improving on this system...
Now of course many others did before me, and I could have tried to improve on their systems but I decided to do my own whole thing so instead of trying to recreate a mechanical calculator or a double-type number system, I went for the "scientific approach".
I made these snippets (located in tab 1) to turn a simple "12" into "1.2e+1" and to have the ability to do some math operations with it, all in just a bit over 200 tokens.
Hi, I have an RGB30 with an up-to-date version of Rocknix and the latest RPi (64 bit) version of Pico-8 installed.
Some games run and play just fine, Celeste 2 for example. But some games quit after they've loaded when I try to play them. For example, ExTerra - It loads okay, but when I select 'play' and then 'retro' or 'modern' from the in-game menu, it flashes "loading" briefly on the screen and then quits.
Does anyone have any ideas on what might be happening? Thanks.


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.
Hi, I got this crash while picotron was running in the background. I had loaded my cartridge that was playing a song, but then I had manually called music() to turn off the music since it was just looping.
If you look in the catridge you'll see I added a while
loop to keep the cartridge running; without that it would only play the first note of the song (song is Lemonade by Gucci Mane by the way). Maybe it's a memory leak that it kept printing in a loop (I still haven't figure out where to see this print
output.)
I'm hitting "submit" but that'll go to Apple so I thought I'd post it here as well.
On to the error details:
Process: picotron [6154] Path: /Volumes/VOLUME/*/Picotron.app/Contents/MacOS/picotron Identifier: com.lexaloffle.picotron Version: 0.2.0d (0.2.0d) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: picotron [6154] User ID: 501 [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=167748#p) |

I'M LOOKING FOR A GAME
A GAME OF SOME YEARS AGO WHERE YOU SHOULD WALK FOR STAGE DIFFERENTS, IT WAS ABOUT A HIGH MAN WHO WAS FOLLOWING FACTS OF BLOOD AND THE END FIND A MONSTER EATING A PERSON. I PLAYED IT ON THIS PAGE MAKES ENOUGH TIME AND THE GAME IS OUT OF HERE BUT I COULDN'T FIND IT AGAIN.
PLEASE!! I WANT TO PLAY AGAIN THIS GAME.
I DON´T SPEAK ENGLISH BUT A HOPE THIS IS UNDERSTOOD.

