This is a port of a game that one of my friends made! If you haven't already, you should go check out The Rush on steam. It's free and is way more fun to play than this.
Go get it here! https://store.steampowered.com/app/2525190/The_Rush/
The basic controls include dpad/arrow keys to move, the O button to fire, and the X button to drop a bomb.
This cartridge features save data that records your top 3 high scores.
Enjoy! (and check out The Rush on Steam when you're ready!)

Pixic is a puzzle game about matching 4 squares together. It's inspired by Hexic HD for the Xbox 360, however some liberties were taken with the gameplay.
(most notably that its squares instead of hexagons)
You can rotate a 2x2 group of squares once, twice or as many times as you like! The rotation will stop at each change so you can move squares around the board to your liking. If you create a 3x3 group of squares with a different colored square in the center, you'll create a black gem. Matching 4 of these gives you higher score than regular squares. In Normal Mode, after 10 rounds bombs will start appearing every 5 rounds with 3 round timers. To defuse them, match them in a 2x2 group with 3 of the same colored squares (the bomb is a wildcard). However if you do not defuse it in time, that's GAME OVER.


Ice cream making game
X to submit
C for order menu
First order is tutorial!
Make sure not to submit before looking at it!(Will change to only submit at desk)
changes:
Added Day cycle
Added shop
Added NPCs
things to change/add:
- Bin to remove current order ✅
- Display for correct/wrong order
- Order Menu/Book and order slips ✅
- Map
- NPCs to make orders✅
- Dont allow swapping of items must bin (waste time)✅
- Timer for each order
- more items (sprinkles, sauce)
- make items not clash? (choc and flake, vanilla and wafer)✅
10.make UI better(stats in menu, not allow submit in menu?)
Perfect Pastry Parcels
Help Ingrid pack a selection of delicious pastries into neat little boxes as quickly as possible! But beware, some of her customers has ordered some oddly shaped brownies...
Pack a few small boxes with A Sweet Treat, or take on the ultimate pastry challenge with The Baker's Dozen - 13 boxes, each more challenging than the last!
Each puzzle is randomly generated, meaning you can play and compete for the best time over and over. Can you do better than Ingrid herself?
Controls
Click and drag the pastries into the boxes and right click, double click or scroll to rotate them. Once the boxes are full, they automatically close and the next one arrives!

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What is this game?
Some friends invited you to the local festival, but you don't really like crowds! Avoid strangers, find your friends, then find a place where you can enjoy the festival in peace.
How to play?
Walk through the festival using the arrow keys.
If you get too close to strangers, you will get anxious, and your energy bar goes down. It recovers when you get some space for yourself.
If you get close to one of your three friends, they will follow you. After you find your three friends, find a peaceful place in the festival to win the game.
But how fast can you win?
Why this game exists?
This game was created for the PICOJAM 2025. The theme was "Matsuri", and "Melting".






My submission for the Tuko Game Jam, a private jam between some friends of mine!
This is my first big experience with gamedev, and I'm extremely proud of what I managed to make- especially given the two week time constraint.
Features include:
-Riveting Hyper-Realistic Walking Action
-A Real Life Bird
-A Heartfelt Story about Addiction and Funny Little Guys
-Undertale
-An Ending (Three Endings!)
Features NOT included:
-More Than One Battle
-Any Form of Overworld Object Interaction
-Hidden Jera Boss Fight

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Hello, this is my first time trying to make a game in Pico8 and I decided to make sort of a recreation of the tanks game from NES called Battle City. Here is the cartrigde I been working on:
So, I am having problems with the collision of the game because in the original Battle City there are half-brick tiles that don't ocuppy an 8x8 space on the grid, and every collision tutorial I saw was using FGET and MGET to do the job, but it only serves for 8x8 sprite collision. I tried to do something by verifing what sprite is collinding and if it is between 17-24(my half-wall sprites) it verifies if the next pixel is a black pixel or not. It kinda worked but now the half-walls are getting my tank stuck deppending on the place and what wall is it. Can someone please help me with this?


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Place your bet and beat the bullies!
The bus reached your stop, but there's 3 public transportation Bullies blocking the way! Bummer! Beat 'em up by defeating them at "Ride the Bus!" so you can go home!
The Bullies will try to bust your deck with their "Bully Cards," but they won't keep you down if you pick your Deck Fixes wisely to counter!
Place your bets, Fix the Deck, and Beat the Bullies! Ride the Bus!
Controls
Over world
- ←↑→↓ Move "Stink Boy" - find the enemies blocking your way
- X: Visit the Shop - buy items


This is the first game i have made in pico8. I know that the code is really messy, and most of the variables are in swedish so good luck making remixes!
If you win a round, you get to keep the money you earned, if you lose the round you dont get to keep them. After each round you win, you have the ability to buy upgrades. There are also a few pick-ups during the rounds
The enemy gets faster and faster!
The controls are pretty self explanatory, move the arrows to steer the paddle

I'm excited to share the first public version of Pico-Saga, my new turn-based tactical RPG. My goal was to create a game with deep strategic gameplay, like Fire Emblem, but in a highly replayable, bite-sized format that you can enjoy daily.
Every map is procedurally generated, offering a unique tactical puzzle each time you play. This is an early release, and the unit stats and overall balance could definitely use some fine-tuning. I would be incredibly grateful for playtesters to share their opinions and help shape the game's future. Please give it a try and let me know what you think!
Controls:
Overworld:
- Arrow Keys: Move cursor
C
Key: Select unit/castle






English:
Controls
In the start menu:
- to change selection: left / right
- to confirm choice: O
In game:
- Move: Arrow keys
- Interact: O (when shown)
- Spear attack: O (when unlocked)
- Magic attack: X (when unlocked)
- Reset / Restart: Open the menu with Enter and choose "Reset Cart"
Story
You want to join the kingdom’s knights, but first you'll have to prove yourself.
Luckily, you won't have to wait for a calamity to endanger the world just so you can rescue everyone.
Instead, you have to go through a short dungeon the knights have prepared for new recruits.
Behind the scenes
Looks like I finally finished my first game. ^^
Unfortunately, I also had to cut some content because I didn’t expect to reach the token limit on my first game.
Long story short.
The room with the last key was originally supposed to have a ladder that led to a room not shown on the map.
It would have featured a short fight against two of the eyes in a tight space.
After beating them, there would have been another ladder leading to the room where you meet the eyes for the first time.
The boss also got the short end of the stick.
He was supposed to actually move around.
For example, getting closer to the player as his health got lower.
Also, like the title states, this is supposed to be the start of a series of games.
Basically, in my attempt to learn programming, I'll try to make some games with different mechanics and loosely connect them through a story.
Who knows?
The next one might end up a platformer.
As long as my laziness doesn't get in the way. 😅
Last but not least, thanks for taking the time to give my game a try.
Since it’s my first game, I’d really appreciate any constructive criticism.
Deutsch:
Steuerung
Im Startmenü:
– Auswahl ändern: links / rechts
– Auswahl bestätigen: O
Im Spiel:
- Bewegen: Pfeiltasten
- Interagieren: O (wenn angezeigt)
- Speerangriff: O (wenn freigeschaltet)
- Magieangriff: X (wenn freigeschaltet)
- Neustart: Öffne das Menü mit Enter und wähle "Reset Cart"
Story
Du willst den Rittern des Königreichs beitreten, aber zuerst musst du dich beweisen.
Zum Glück musst du nicht warten, bis eine Katastrophe die Welt in Gefahr bringt, nur um alle zu retten.
Stattdessen musst du dich nur durch einen kleinen Dungeon, den die Ritter für neue Rekruten vorbereitet haben, durchschlagen.
Hinter den Kulissen
Sieht so aus, als hätte ich mein erstes Spiel endlich fertig. ^^
Leider musste ich auch einige Inhalte streichen, da ich nicht damit gerechnet hatte, das Token-Limit gleich bei meinem ersten Spiel zu erreichen.
Kurz gesagt.
Der Raum mit dem letzten Schlüssel sollte ursprünglich eine Leiter haben, die zu einem Raum führte, der nicht auf der Karte eingezeichnet war.
Dort hätte es einen kurzen Kampf gegen zwei der Augen auf engstem Raum gegeben.
Nachdem man sie besiegt hatte, hätte eine weitere Leiter zu dem Raum geführt, in dem man den Augen zum ersten Mal begegnet ist.
Der Boss war auch anders geplant.
Er sollte sich eigentlich bewegen.
Beispielsweise näher an den Spieler herankommen, wenn seine Gesundheit zur Neige geht.
Wie der Titel schon sagt, soll dies der Beginn einer Spielereihe sein.
Im Grunde werde ich, während ich versuche Programmieren zu lernen, versuchen einige Spiele mit unterschiedlichen Spielmechaniken zu entwickeln und sie lose durch eine Geschichte zu verbinden.
Wer weiß?
Das nächste könnte ein Plattformspiel werden.
Solange mir meine Faulheit nicht in die Quere kommt. 😅
Und zu guter Letzt: Danke, dass du dir die Zeit genommen hast, mein Spiel anzuschauen.
Da es mein erstes Spiel ist, wäre ich für konstruktive Kritik sehr dankbar.



There's a really strange bug. When I use assert to check if the CH variable returns the total number of roomlist,
it works. But on the next line (when I remove assert), it mentions the following error:
bad argument #1 to 'random' (interval is empty) ???
What should I understand?
function rnd_room()
local choix
ch=#roomlist
debug=false assert(debug,ch)
choix=math.random(1,ch)
x=roomlist[choix].x
y=roomlist[choix].y
table.remove(rooml,choix)
return x,y
end
