RaySnake 1K
Coded for Pico-1K JAM 2025
Controls
Use the X BUTTON to (re)start.
Use the LEFT/RIGHT BUTTONS to move your snake.
Goals
Dash through the arena and chomp the GREEN BLOCKS to grow stronger.
π Touch anything else and it’s game over.
Simple rules. Fast action. Endless tension.
Background story
Has been coded for the Pico-1k game JAM in September 2025 for the virtual console Pico-8, with a limited code size of 1024 compressed bytes without embedded ressources (sprites & sounds).
RaySnake uses a mini custom raycasting engine, was a real challenge for me to make it fit within a little bunch of bytes!
Any feedback/suggestion is welcome.
Allows for the viewing of the full system size in the Picotron system
Shows empty cartridges and folders with the option to automatically delete all of them!
Yippee, another cartridge that doesn't run on BBS - I feel like I'm the problem here.
https://youtu.be/ftbgbUiR_Pg if you want a preview
My first go at making a game, made for a game jam (https://itch.io/jam/robot-party-jam-2025) - if any dialogue seems odd, it's probably because of the game jam rules.
There's a timer and death counter available in the pause menu, and 4 tiers of medal to earn at the end.
Most of the content was made by me except the music (by Robby Douguay - https://www.lexaloffle.com/bbs/?tid=2619) and sounds (by KeyboardOnly - https://www.lexaloffle.com/bbs/?tid=2619)

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CLASH ROYALE
PICO-8 VERSION
Not done yet. Still prolly lots of bugs and issues. lmk if there is anything i should super duper have to change/ add in to make it as clash royaley as possible. plz look at my code and point out any big issues.

My unreeeal_superhero_3.xm cover!
+ A demo
I liked this track ever since i was a little pebble and I finally got enough skill to understand what's going on in the original .xm file and make a decent cover.
(I'm not an expert, so I don't know if it counts as "a demo", there ain't really no super duper tricky shenanigans going on under the hood. I think it's got some sick visuals though. Enjoy!

Hey guys A little something i've been working on.
up = throttle up
down = throttle down
Left/right = turn
X = passive sonar
O = Fire Torpedo
Originally a naval sim game. its now a little arcade battler with some tactics and stealth mechanics.
Hope you like it!
The game uses NTDS (naval Tactical data system) symbology
Blue is you the player. red is hostile. yellow in unknown, green is non combatant/friendly
you'll notice you'll have a little line coming from your symbol. this is the heading line. the direction your sub if facing. when enabling sonar a circle will show. this is your sensor range to find enemies.
the enemies also have sonar. the key is to be slow and silent. move to fast your making too much noise and be near instantly spotted.
Features to be added:
Active Sonar/PING. it was originally in there, but its conflicting with AI states so its removed for now.
Deploy menu option. Allow the player to drop decoys/noise makers & depth charges etc
Depth Menu Option.
mission objectives. mission complete & end states (right now the game goes through a 5 wave system)
SOUNDS! still more to add!

Test of a blobby paint system. Part of my CPU performance experiments.
Draw with LMB, hold RMB to see control points, press Down to clear the canvas.
Code is messy, enter at your own risk. Configurable aspects are at the top of tab 1. The canvas itself has a grid of widely spaced "control points", which are the only stored values for paint level. Pixels in between points have their values calculated linearly every frame. It may be better in practice to cache all pixel values and only recalculate the ones that change.
Graphic Design Simulator!!!
About
Graphic Design Simulator is a tiny creative-life sim where you juggle client briefs, commissions, and rent using a bite sized toolbox to make posters, logos, and book covers on a faux desktop.


Goals & feedback
Each brief checks simple criteria (e.g., min colors, use of text, variety of assets). Meet them to get a happy client message and a payout; miss them for constructive feedback.
Commissions pay less but are always available.
Keep the money positive to survive the rent cycle.
Controls
Mouse only:
Click to walk in the room; click the computer to work.
On the desktop, click icons to open apps, pick tools/colors/assets, and paint directly on the canvas.
There’s a quick Home button to return to your room from anywhere
Fizzle
Soar through the void and collect sparks to keep your flame going.
This was my submission for the 1k-jam 2025.
You can also play it on itch:
https://doriencey.itch.io/fizzle

World of Pixeltron (WOP)
After much trouble and debugging I have gotten this to connect to a local Express API and successfully:
- signup
- login / logout
- check users
- ping the API
I have not written any state logic for the game part yet. I’m also not the best pixel artist in the world — but the network backbone is working.
Why I’m Posting This
My hope is to find like-minded individuals who want to help create something really neat for folks with Picotron cyberdecks everywhere.
I named the cart WOP for World of Pixeltron.
A Little Background
As of recent months I got pulled into WoW Classic and the whole Turtle WoW “Classic+” hype.
I’ve run my own private WoW server for years, building backend and database systems.
At first, I didn’t think parts of the client were editable… then projects started popping up.
That’s also when Blizzard’s ban hammers started falling.
Dev Deity Digital Presents...
The Mine
You are a worker who works in the mine. Suddenly, you fall down a big pit! Uncover the mystery of the mines as you play! Made by me and @Pyroqua
Controls:
Tips:
Bacon invaders 1K
Coded for Pico-1K JAM 2025
Controls
Use the UP BUTTON to (re)start.
Use the X BUTTON to fire bullets from your ship.
Use the LEFT/RIGHT BUTTONS to move your ship.
Goals
Shoot the pigs!
Live as long as possible and shoot the pigs without touching them.
Background story
Has been coded for the Pico-1k game JAM in September 2025 for the virtual console Pico-8, with a limited code size of 1024 compressed bytes without embedded ressources (sprites & sounds).
Any feedback/suggestion is welcome.
Minified using the Shrinko8 Minifier:
https://github.com/thisismypassport/shrinko8
Hey everyone !
After letting it sail the seas of Steam for a bit, it's time for Atollo to finally land on its intended platform : the one and only Pico-8 :))
So, what's Atollo ?
In a nutshell, it's a short, replayable adventure where you hunt for magical eggs to awaken the mighty kraken and restore the world harmony. Each run features a completely new map to explore, new goofy characters, slow-paced naval combat, and chunky pixel art πͺ
Features :
πΊοΈ The map is procedurally-generated, so no two voyages are the same.
π’ Naval combat is all about positioning and timing your cannon shots !
π΄ Each run, you'll meet all sorts of bizarre characters, from a moon with sunglasses to a simple coffee pot π³
π₯ Each character will give you a magical egg if you get close enough. Your goal is to collect all five :))
π Once you have the eggs, you can unlock the squiddy boss battle at the center of the map.
πΈ After each run, you get a cool "group photo" of the characters you met, with silhouettes hinting at who you have left to find.
Screenshots


StarFunkers
Objective
You are Captain Dirk Funker of the 23rd Legion of The Star Army. Deep behind enemy lines on a stealth mission, your position is exposed, and you must face the hordes of alien ships with only your trusty starship.
Collect powerups to upgrade your ship and blast away the baddies!
Controls
Use the arrow keys to pilot your ship, and the X button to fire your laser.
Rules
When you collide with an enemy ship, or are shot by an enemy laser, your ship explodes and you lose one life. Your current count of extra lives is displayed in the left hand corner of the HUD next to your score.
There are three types of enemy ships:
- Yellow Bug Ships fly only horizontally and shoot lasers downward.





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