A simple, no-frills implementation of the classic puzzle game. Created for fun in PICO-8 - nothing revolutionary, just 2048
(UPDATE): Added "Time Stop" mechanic! Hold down the X button to temporarily stop new blocks from appearing. You have 32 time-stopped moves total per game. Use them strategically to set up perfect combos!

Drawn to kill
A game where you kill enemies in a note book
Each round gets harder and harder!
Controls
- Steer - Arrow keys
- Shoot - X
Tips & tricks
- Shoot from as far away as possible to get more money
Music
- Tritsch-Tratsch Polka by Johann Strauss II
(Arranged to Pico8 by me)
High Score
- Current High Score: 2385 (held by me)

If anyone beats it, i want a screenshot as proof

Hello!
I'm currently working on a system for loading and saving text files. My end goal is to have an exported binary for my Pico-8 program. This however introduces some limitations, as exported binaries can not import user-editable files from disk. It is however possible to load files that are dropped from a file explorer into the Pico-8 program. To make it easier for users, I want to open the OS file explorer from within Pico-8. Usually this can be done from the Pico-8 terminal by typing folder, however this command does not appear to work from within a cart.
I'm fairly certain this can be done, as the Picocad binary allows the opening of the file explorer.
Appreciate all answers/ suggestions!
This game is about cutting as many leaves as possible in a three-day shift. Each shift gets longer and harder, and you'll have to deal with a lot of bees trying to bother you!
HOW TO PLAY :
like the image above :
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Cut things using A or X on a controller, or Z or C on a keyboard.
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It's recommended to play with a gamepad for a better experience.
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Your goal is to cut the green leaves and the special red ones.
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Be careful not to cut the blue tulips! They give you points over time as long as you don't touch them.
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Watch out for the bees and stay away from them.
- Make the most point in a 3 shifts !

Space 8 v3.0 🚀 — Endless Escalation, New Threats & a Visual Overhaul
This is the biggest Space 8 update yet — a near top-to-bottom pass over how the game
looks, feels, and ramps. A new enemy, two new power-ups, tiered loot, reworked black
holes, a fully redrawn ship, a round-clear summary, and an endless difficulty curve that
turns Space 8 into a proper score-attack survival run.
The big shift: endless escalation
Difficulty is driven by two things now — your chosen tier (Easy / Normal / Veteran,
locked in at the first Station) and the round number. Rounds 1–12 are the ramp where
the roster builds to "baseline hard." Past round 12, an endless term climbs **both speed

I've been playing around with PICO-8 to explore what it might be like to use for computer game art and philosophy. Here's my latest:
Obsessive
A tiny art-game about mental health.
Don't let your thoughts get the better of you... Or is there another way?
"This was one of the first 'art' games I made. I had been struggling with obsessive thoughts and had the idea of mixing a basic 'pong' or 'breakout'-style game with phrases that would get stuck in my head. I was playing around with the idea of a game you couldn't win. The more you try, the more you fail. I also liked the idea that, at some point, the player would just get locked out of trying again. That's done through a simple forced save state. I guess it's sort of an anti-game in that respect. It's pretty basic. I made it in about a day when I was feeling a bit low. But I think it kind of works."

A short, but charming platforming experience you need to play! Inspired by the golden age of retro gaming, My Soul Got Lost In A Dungeon blends the classic pixel charm and simplicity of old school platformers with tight, modern and easy to understand controls.
The game features 16 hand crafted levels, with different types of enemies, obstacles and items. Take control of your soul and defeat all enemies with the help of your dash ability in order to proceed to the next floor.
Whether you're here to beat the game in record time, or just relive the feeling of popping in a cartridge and pressing start, My Soul Got Lost In A Dungeon is ready to bring the nostalgia ;)

A gravity-based asteroid shooter where you need to clear the solar system of asteroids using the gravity of nearby planets to deflect your shots, without hitting the planets themselves.
You get 10 seconds per shot, and the remaining time in each level is your score. If you take too long, more asteroids spawn in. Each new level adds more asteroids.
Left/Right to aim, hold O to fast-aim, press X to shoot.
To Do:
- Add point bonuses such as "long shot" for extra long shots, or "near miss" to reward using tighter slingshots.
- Add music and better sounds.
- Save high scores.
Zombulance casts you in the role of an ambulance driver in a city overrun with zombies.
Venture out into the world to locate and transport survivors to safety.
Put survivors to work in upgrading your vehicle with larger capacity, defensive measures, all-terrain capabilities and engine improvements.
Explore between coast, city, and countryside to vacate all remaining humans and save the world, because only when the whole world is dead will healthcare finally be free.
This is a de-make of the 2006 Japanese PS2 title "Zombie Vs. Ambulance", which was an entry in the popular Simple2k budget series of the era.
This was developed for the Pioneer Valley Game Developers 2025 PICO-Jam!

fairly simple question, is there a way that a cart can write data to disk to produce another cart? I ask because I am wanting to make a tamagotchi type thing to learn some of the more of the pico-8 API that i otherwise wouldn't,such as multi-cart projects, as well as making a menu, something I surprisingly haven't done before. (any tips on that would be appreciated 😅). my current idea is that you would have the main menu, a standalone cart. it's sole job would be to create and load another cart, that being the main tamagotchi cart. each pet would have its own cart, that could be loaded by just skipping the main menu and loading the cart. my current issue is that I don't know how a cart would create another, or even if that's a possibility. another option would be to have a template cart that then maybe gets loaded with arguments, allowing for customisation that way?
Control the green square, optimize your steps, collect powerful new moves, survive sixteen cycles, and dismantle language and meaning.
A Brough-like game made for the roguetemple's Fortnight game jam.
Screenshots
How to Play
Arrow buttons to move. Circle is confirm and Cross is cancel.
You do not attack by moving into enemies. The only way to attack is to use an action (AXN bar on the left).
When you step on a tile, the symbol on the tile gets added to your context (CTX bar on the right). Once you have collected the required symbols to perform an action, the action lights up and you can now use it. Performing an action does not consume the symbol.






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