A classic vertical shoot-em-up reminiscent of a famous space war movie. Written and created by a 9-year-old with the help of his dad.
v2025.6
The following changes have been introduced:
- Implemented highscore recording
- Implemented highscore initials
- Eliminated continuous fire
- Translated the help from Italian to English
[Thanks to Heracleum for the valuable advice!]




I'm running Pico-8 0.2.7. When I use the underline P8SCII code together with the double-wide character P8SCII code I get an interrupted line.

Also, while we are discussing P8SCII interactions, here are two odd behaviors that could also be intended behavior:
-
Double-tall P8SCII code doesn't make the underline two pixels tall. I would have expected it to be so, but I would understand if this was intended.
- Outline doesn't seem to be drawn around the underline. Personally, I would prefer if it did get drawn around every foreground pixel.

Simple, interactive demo of a custom masking technique I was playing around with for fun.
A good example of an application of bitwise logic in computer science!
← and → to change the background fill to emulate changing opacity
(x) [x] to toggle masking effect
(o) [z] to show only the mask layer
The pulsing background is drawn into screen memory at 0x6000.
Shapes and background fill for the mask layer are drawn into memory at 0x8000 with color 15.
Four bytes each from 0x6000 – 0x7FFF and 0x8000 – 0x9FFF are compared with a bitwise AND operation (band()) and the result is written directly to screen memory.
There's not a lot to it besides that, but I thought it looked cool and wanted to share.

I'm not quite sure this is a bug and not intended behavior, but I can't see why it would be intentional; at least for my use case, it's quite an annoying quirk that I really can't come up with any good workaround for.
Here's an example of where this gets in the way:


I started using one-off characters to insert 5x5 icons into text, but it seems that as soon as the line has ANY one-off characters, print
thinks that since it could theoretically take up to 8x8 pixels, the line height should be increased to 8.
For the width of the characters, I actually just add \-e
at the end of each icon, so that the icon takes up 6 pixels horizontally; but I wasn't able to find any way to correct the line height - this behavior seems to completely override \^y
as soon as a one-off character is present.
(in fact, bizarelly, setting line height to lower than 6 reveals that print will actually crop away the pixels of all characters EXCEPT for one-offs, while the vertical spacing remains at 8:)

Hello!
This is my first game, so I hope you enjoy it.
Paddy Kapow is an interdimensional burgerpatty, that can send an eplosive shockwave outward from its body. It uses this power to avoid getting hit by varies sized scoops of raspberry iscream, while flighing throw space.
I have made a few changes, and added a highscore list, so everyone who plays, can earn bragging rights.


Small tool / sample code to show off how to encode a 1-bit bitmap into CARTDATA. Uses the ability to utilize multiple CARTDATA IDs per Cart introduced in 0.2.7
Usage
- Use mouse and left mouse button to paint
- Use the menu to save, load or clear the image
- The image will also automatically load on _INIT
Functions for encoding are in Tab 1
As showcased in this video
Let me know if you have any questions!

Simple tool to generate outlines with the text outline functions introduced in Pico 0.2.7
Usage:
- Click on the boxes in the center to define the outline
- Left click on the color boxes to set outline color
- Right click on the color boxes to set text color. Text color is just for preview purposes. It will be not encoded in the exported string
- Click on the button to export the P8SCII string into the clipboard
As showcased in this video
Let me know if there are any issues or anything you wanted to add!

Template
Code
State Machine
function _init() gsm = sm:new() gsm:setsts({ s_title, s_game, s_gameover }) gsm:init("title") end function _update() gsm:update() end function _draw() cls() gsm:draw() end |
State
s_game = st:new("game") function s_game:enter() psm = sm:new() psm:setsts({ ps_idle, ps_move, ps_dead:new() }) psm:init("idle") player:spawn(64, 96) end function s_game:update() psm:update() end function s_game:draw() psm:draw() player:draw() end |
Add State Properties
ps_dead = st:new("dead") function ps_dead:new(o) -- inherited state o = state.new(self, "dead") o.timer = 0 return o end function ps_dead:enter() start_shake(10, 10) end function ps_dead:update() update_shake() if self.timer >= 30 then gsm:trans("gameover") end self.timer += 1 end |



A fighting fantasy adventure inspired by Ian Livingstone books!
It's still work in progress, but the game seems to be functioning as intended with a possibility of multiple endings.
Can be controlled with either mouse or keyboard/controller.
If you find any bugs or have feedback let me know!

Sparkly particle fun for the pico 1k jam!
Use ←/→ to change the spin speed, mouse to move the cursor, left click to attract and right click to repel. Have fun!
I got my player character to walk, jump, die, and be idle. But I haven't been able to get its attack animation beyond one frame.
For context, this is how I update and draw the player:
function _init() plr={ x=10, --x position y=75, --y position dx=0, --movement direction fl=false, --flip sprite sp=1, --sprite state="idle", } function _update() moveplayer() animate_plr() end function _draw() spr(plr.sp,plr.x,plr.y,1,1,plr.fl) end function moveplayer() --attack if btn(🅾️) then plr.state="attack" --move left and right elseif btn(⬅️) then plr.dx=-1 plr.fl=true plr.state="walk" elseif btn(➡️) then plr.dx=1 plr.fl=false plr.state="walk" else plr.dx=0 plr.state="idle" end plr.x+=plr.dx end |
To animate, I use the below function. plr.sp
calls the sprite number, which are as follows:
1-2 = Walk
2 = Jump
3-5 = Attack
8 = dead
function animate_plr() --handle animation state if plr.state=="dead" then plr.sp=8 --idle elseif plr.state=="idle" then plr.sp=1 --attack elseif plr.state=="attack" then plr.dx=0 plr.sp=3 while plr.sp<5 do plr.sp+=1 end --walk elseif plr.state=="walk" then if plr.sp<2.75 then plr.sp+=0.25 else plr.sp=1 end --jump elseif plr.state=="jump" then plr.sp=2 end end |
So the problem is that when I use btnp
in the code above it only shows sprite 5 and then immediately switches back to the walk frames. If I use btn
then the character just stays frozen in sprite 5.
What I want to achieve, is to have it go through all three attack sprites (3, 4, 5) in succession and then revert back to its previous state, e.g. walking animation or standing still.
Thanks in advance.



My First Solo Game Project!
This is my first time ever coding a single thing. When I started I had no idea how to code a single line, but with the help of SpaceCat on youtube and a few other resources I found my way into making a game that feels like a game! I ended up making most of the code up myself, and while it's a mess, it's functional!
Looking forward to making cleaner code in the next one.
Controls
Use X or Up to raise the meatball.
Press O/Z to skip the death animation or restart the game.
Unlike most Flappy Bird games I wanted a jump motion that felt more like a jetpack for our flaming meatball. Sometimes holding the button is better, and sometimes quick presses get the job done.


BRGR BOSS
Take on the role of a brilliant entrepreneur who's taken a sizable loan out to buy an experimental food printer.
Pay off your crippling debt with your own Burger Business!
How to Play
-
Use the arrow keys to issue commands, holding X or O will open up different options.
-
Holding X- Hire employees to automate your process, buy more locations to make room for more employees.
- Holding O- Conduct research and train your existing employees to make even more money, even faster!
Tips
-
Watch out! Your loan accrues interest over time, it might be tempting to add more debt, but this only makes the interest rates worse!
-
Throw your employees a pizza part to (temporarily) motivate them.
-
The Bank limits your cash on hand to 30,000. They CLAIM its to avoid an overflow error that will actually give you a negative balance, but you're pretty sure its just to keep you down...
-
Cashiers work a LITTLE faster than cooks, what can I say- people love the Burgers!
- If your Burger/Combo count is -1, that just means they need help in the kitchen.
Updates
- 9/9/25 added prices to the R&D tab, and made it more obvious when they were purchased.
This is my first crack at a ground-up game for Pico 8, I think it went pretty well!

