
This game is the first I made with Marave Goyave, a game collective comprised of @Scotaire, @ghettobastler and us, during a private game jam. It was made in 48-ish hours around the theme retro arcade game with a twist.


This is my first Celeste mod, taking place on the mysterious midnight mountain, where the light seems to be missing. Can you help bring back the light?
Thank you to Swordy (https://www.lexaloffle.com/bbs/?uid=69779) for making the music, adding the cool fade-in title screen, and reworking the message code, Lord Snek (https://www.lexaloffle.com/bbs/?uid=44915) for removing evercore keys, the evercore team for making mods like this possible with the evercore base cart (https://github.com/CelesteClassic/evercore), and finally Maddy and Noel for making such an awesome game 10 years ago to this day.
Now with fixed keys & fixed True Summit.
Now with fixed True Summit Message and True Summit exit bug.


Hey everyone!
I'm excited to share my very first game made with PICO-8 — a fast-paced arcade-style space shooter.
🎮 How to Play:
Z – Start the game
Arrow Keys – Move
X – Shoot
💥 Objective:
Shoot down the incoming red asteroid squares to earn points.
But be careful — one touch and you're done! ☠️
🔋 Power-Ups:
There are 2 power-ups to help you survive longer and score higher:
⚡ Lightning – Temporarily increases your movement speed
🔫 Rapid Fire – Temporarily boosts your firing rate
🏆 Goal:
Survive as long as you can and get the highest score possible!
I’d love to hear your thoughts, feedback, or see your high scores.
Feel free to remix the game if you’d like to build on it.
👉 Hope you enjoy playing!


Controls:
- Use up key to jump
- Use o to skip text
- Use x to restart
Game was made following tutorial "Game Development with PICO-8" by Dylan Bennet, but I also added my own stuff and music.
It has a bug: cave stops generating after getting 5000 score. If you know hot to fix it please tell me.
Hope you enjoy


Meet Bae, the bee!
Guide Bae through a beautiful garden avoiding dangerous threats and collecting as many flowers as you can.
- Use the up and down keys or your mouse to guide Bae
In this game I implemented a few features I've been learning recently, such as mouse controls, random events, multilanguage, sprite rotation and bitwise operations. So not only was this a fun little project to work in, it also helped me become a slightly better Pico 8 developer!
I hope you guys like it <3








Hey all, I managed to hack together a (sort of) storylet system today.
Here's a super pared-down example of how my storylet tables look right now:
goldcheck = { text="wow you sure have a lot of gold!", failtext="wow you sure are poor", condition = function() return gold > 50 end } |
But I would PREFER to have something like this:
goldcheck = { text="wow you sure have a lot of gold!", failtext="wow you sure are poor", condition = gold > 50 } |
In the first one I can find out if the condition returns true using 'if goldcheck:condition()' but I feel like having to type all those functions annd returns and ends is going to bloat the token count pretty quickly and it's not too nice to look at.
But the problem with the comndition NOT being explicitly defined as a function is, as I'm sure you've guessed, that 'gold > 50' gets evaluated once when the table is created then 'goldcheck.condition' always returns true no matter what the 'gold' variable changes to.
Is there any way to achieve what I want?


Easy and fun version of golf solitaire.
Gamplay has mouse controls, but I've also added button controls mainly intended for miyoo mini plus and other hand held devices. Standard Pico-8 controls are ❎ = x-key and 🅾️ = c-key on keyboard.
The game starts with 7 columns of cards, each containing 5 cards, while the remaining cards form the stockpile. The objective is to remove all the cards from the columns by playing cards that are one rank higher or lower than the top card on the foundation, regardless of suit.
In this version, you can "turn the corner," allowing to place an Ace on a King and vice versa. Additionally, Queens can be placed on Kings, making it easier to continue chains. When no more moves are possible from the columns, you can draw a card from the stockpile to reset the foundation and continue playing. The game is won when all cards are moved to the foundation, and lost if no moves are possible and the stockpile is empty.


Dead Service
This is a small adventure game i've made for the Stop Killing Games community jam.
It's a point'n'click adventure game about a person striving to change the world for the better by paying local programmer pigeons to program a server for a closing down MMO. Very deep stuff.
Hope you have a kick out of it!
The game is made using a SCUMM-8 framework by Liquidream.





My puzzle game is ready for release! Play with your food through 50 levels, and try to solve them with the lowest possible moves!
Aim: Slide food (and something else?) around in order to reunite the olives! As the game progresses, you will have to micromanage your food so that everyone is satisfied :>
Current Features:
- Level select screen
- Saves data between playthroughs
- Moves total and moves shown for each level
Possible Future Features:
- Level editor
- Accessibility update
- More levels and mechanics
- New modes
- Daily levels
Have fun!
Btw, if you encounter bugs or have feedback, good and bad, send them below. I would really appreciate it :>







Implemented a number of improvements. Still nailing down ai, and that's a long road. Improved UI and campaign mode mechanics. New system of modular character design for a ton of new units with unique looks while saving sprite space. Still need to flesh out campaign levels and do some polishing to the splash screen and menu ui. Thanks for looking!


This is my latest PICO-8 game—a simple yet intense shooter inspired by the infamous “Cube Rush” stage from Gradius III (Stage 9).
How to Play:
- Dodge all 99 incoming cubes!
- Controls: (Arrow keys = Move, Z = Retry, X = Debug mode)
Features:
- A heartfelt homage to the legendary (and traumatizing) Cube Rush of Gradius III’s stage 9.
- New twist: you earn points by moving—so standing still is not the way to a high score!
- Go for a high score by skillfully dodging as many cubes as you can.
- Arcade Mode: For those seeking a real challenge, I’ve also included an “Arcade mode” with brutal, Gradius III-level difficulty—try it if you dare!
Multiplayer Ultimate Tic-Tac-Toe
powered by uttt.ibll.dev!
Gameplay Preview / Screenshots
Certain elements of screenshots are dated


Weapons ready!
Playable demo (with just the Mega Buster) here:
https://www.lexaloffle.com/bbs/?tid=51064
Lazu
This is a port of the board game Azul by Michael Kiesling!
Currently you can only play using the mouse, it would be nice to eventually add regular controls for users/devices that can't use mouse :/ oh well.
Controls
- Mouse: hover over and click things
- Click on the button under a player in "Player Select" to toggle them On/Off and between a local player or CPU.
Rules
The game is broken up into 2 phases, Factory Offer & Wall-Tiling/Scoring.
Factory Offer
At the start of each round all factories will have 4 tiles available for players. The number of factories depends on the number of players, 5 for 2 player, 7 for 3 player, and 9 for 4 player.