Updates
8/17/2025:
This version contains a number of updates based on feedback from the game jam:
- feedback when taking damage
- less business / clutter
- improved cutscenes
- balance tweaks
- improved animation
- improved sound effect management
Overview
Doctor Smithy got too close to a cosmic donut and is trapped in a space loop! Fortunately, Captain Nemo of the Space Rescue Force received Dr. Smithy's distress call. Guide Captain Nemo through the perilous space loop to find Dr. Smithy and gather enough fuel to escape. Watch out for friendly fire ... and space bugs!
Controls
- Arrow Keys / D‑Pad → Move ship / Advance Dialogue
- X Key / 🅾️ Button → Shoot / Skip Cut Scenes



jam build
get the box through the stations and drop it at the output pipes!
sound warning; extremely unfinished prototype
i only made one level and it's pre-solved. don't expect much here
controls
- directions to move the cursor
- X to reset the arm
- hold O (Z/C) to move belt nodes
- release O (Z/C) to select a belt node
once a node is selected:
- up/down to select slot
- left/right to select command
- X to exit node
commands (in order, left to right):
- Arm: out, in, wiggle out, wiggle in, reset crane, (blank)
- Belt: set speed to 1-9, reset crane, (blank)
- Claw: toggle open/close, reset crane, (blank)
how much the arm extends between one node and the next depends on the speed.
About the Game
Coffee Cart is a casual, fast-paced coffee shop simulation game inspired by Overcooked and Lemonade Tycoon. Stock your cart and serve your customers, but as a one-person shop, things get hectic really quickly. Make sure your water is hot and coffee is ground as people rush to get the best coffee in town (yours!).
How to Play
Tap Z to start the game.

First, you need to stock up your inventory. Use the arrow keys to select between options and hit Z to buy those items.
Make sure to at least by one set of each. Beans will be used to make ground coffee, and cups are needed to actually serve your coffee!
One purchase of beans gets you 12 units, and one purchase of cups gets you 24 units.
Hi, I am totally new to coding and have been learning little bits on pico-8 for a couple of weeks now. I was trying to practise a very basic wraparound effect, so that a circle being moved with the arrow keys can go off one side of the screen and reappear on the other.
This is the code:
'function _init()
x=63
y=63
speed=2
radius=15
leeway=2*radius
end
function _draw()
cls()
circfill(x,y,radius,8)
end
function _update()
if btn(➡️) then x+=speed end
if btn(⬅️) then x-=speed end
if x>(127+leeway) then x=(0-leeway) end
end'
The above code works as expected, but I originally wrote the wraparound effect line as:
'if x=(127+leeway) then x=(0-leeway) end'
(So 'if x=' rather than 'if x>')
But with the original version I get a syntax error of 'then' expected near '='
Can anyone explain to me why one version is functional but the other isn't?
Many thanks for any help!



Hi All,
I've got a noob question I'm afraid and sorry this is such a long post! I've tried searching the forums and wider internet but haven't been able to find an answer my tiny brain can understand! I'm pretty new to coding and very new to Pico 8, loving it so far and just trying to clone a few basic games as a learning exercise.
Currently working on a Frogger-like, but I'm really struggling to make the 'log riding' mechanic work. I'm using AABB collisions and have a hit box defined for the frog and the water area. The plan is then to make touching the water kill the frog unless it's also colliding with a log hit box.
I'm creating the frog as an object within a table during init, then using a build_level function in init to add the logs to another table as below.






Welcome to the Ring
Hello everyone!
I’ve made a simple pro-wrestling game called Welcome to the Ring
.
You win by draining your opponent's stamina, pinning them, and getting the three count!
Controls
Button | Action |
---|---|
←/→/↑/↓ | Move |
Z | Punch / Kick (hold direction) |
X | Grapple |





This cart is best used by loading like:
load #stockmonkey run |
because it requires using the command prompt.
The story with this one is:
I unexpectedly got a really tiny amount of money and decided to split it between the (two) kids and put it into stock brokerage accounts for them. Then they had to pick stocks to invest it in, which thankfully isn't too difficult these days due to fractional shares.
One kid picked a few stocks with some help, but the other one wanted to try the "monkey throws darts at a stock page" approach.
Both are learning pico-8 though so I decided to take this opportunity to write some simple pico-8 code to pick random S&P500 stock symbols in a way that's simple enough for younger kids to understand the code.
This is my very first attempt at making a game.
It’s been a challenging but rewarding ride—full of trial and error—but I’ve finally brought it to a playable state. There's still a lot to improve, but I’d love to share it with you and hear your honest feedback.
🎮 v0.8
- Improve SFX and Music
- UI improvements
- Gameplay improvements
- Enemy animations
🎮 v0.5
- Better start screen
- More challenging difficulty
- lots of small but impactful visual tweaks
🎮 v0.4
Survive as long as you can.
Collect XP gems, level up, and unlock powerful abilities.








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Controls
Since this is a basic shmup, it's only fitting the controls are as basic as as it gets.
Arrows keys (up, down, left, right) move you about the screen, and holding down X continuously fires.
Simple as that.
Rules
Kill the enemies to progress through the fight as it adds more and more enemies to the screen.
Once you reach the last stage, you need to defeat the Big Boss Lad before your health bar reaches zero.
Behind The Scenes
This is my first ever game of any sort on any engine. I've never coded anything before (so if you wanna see a bunch of horrible inefficient code, treat yourself.) But I decided to give gamedev a go after a friend mentioned it's not that difficult.


Playable first demo of my demake of the "Mantle" minigame from Deltarune Chapter 3. It's not even close to finished, but since I recently worked out enemy spawners, I figure now would be a good time to put something out for others to play. You can die, and there's a room where once you've reached it you'll know you've finished the demo. That's all for now.
I've also been posting updates on my YouTube channel if you're interested (though I typically post music there): https://www.youtube.com/channel/UCRNsDJ_HmynJ2gNP5ILbRNQ
Enjoy!




