After some feedback from my resident play-tester, I've made some small changes to my stickman cart from yesterday that should make the gameplay experience a bit more engaging.
New features:
- High scores
- Instructions when you start the game
- Added a delay on the start and game over screens, so it's easier to read what those screens say
If this is the first time you're seeing this game, here's some info:
The aim of the game is to try and survive as long as possible. If you touch one of the green blobs then you lose.
You can move around, jump, and shoot bullets at the blobs. But whatever you do, don't touch them. Good luck!

ARRIVAL RADAR is a tiny game where you are put in the seat of an air traffic controller responsible for guiding arriving airplanes to their final approach. Your objective is to land planes as quickly as you can while keeping them a safe distance from each other.
Here's something I was playing around with making over summer. It's basically a Kaiju auto-shooter where the upgrades are given randomly and allies are chosen on level-up instead. I've realised that unless the upgrades are chosen based on (as currently undefined) metrics then it just becomes luck based as to how far you'll get. I'd like to get the boss in the centre working eventually, for a nice little endgame challenge, but I have an idea for a Halloween game I want to get done as well so I'll just put this on hold for now.
If anyone has inspiration, sees potential or wants to add effective sfx then hit me up.
Peace :)



Demolisher
Hello everyone!
I just finished a new game called “Demolisher.”
Grab your trusty hammer and smash down buildings – your only job is to break stuff!
Different block types have their own toughness, and damage spreads through the structure in unique ways.
There are 4 stages in total to put your demolition skills to the test.
🎮 Controls:
• 🅾️ Hammer (hold to repeat)
• ❎ Move (hold for sprint)
• ⬅️⬆️➡️⬇️ Walk & climb around
Hi there,
I'm developing a metroid-like that I intend to release commercially.
It's somewhat in an "advanced stage" of development and there are plenty of things I'd like to talk about with you guys.
Since I figured it could be of some help for future readers, I may be creating new threads reguarly from now on.
--
Would you say it is mandatory to do my calculations based on the actual time spent in milliseconds (I think it is called Delta time ?) as opposed to rely on update() running every frame ?
If so, what'd be the best approach to do this clean ?
Since I started prototyping with P8 I just have a global that I increment on every step to count time and do my maths. I'm now wondering if I should do something about it.
According to the manual, Picotron's "t" returns how many seconds elapsed, but it's just incremented every 60 frames so it wouldn't help ?
Maybe I don't even need to worry about an eventual frame drop and just let it be as long as I put all the mandatory calculations in update() and not in draw() ?

Minitris 1K
Coded for Pico-1K JAM 2025
Controls
Use the X BUTTON to (re)start.
Use the LEFT/RIGHT/DOWN BUTTONS to move your block.
Use the X BUTTON to rotate your block.
Goals
Minitris is a minimalist, endless take on the classic falling-block puzzle, coded in under 1 kilobyte for the Pico-1K Jam.
The rules are simple: rotate and place blocks to clear lines, but there’s no “game over” — just an infinite challenge to keep stacking, clearing, and pushing your score higher.
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

Controls
X = shoot
Left and Right Arrow Keys = Rotate ship
Up Arrow Key = Thrust
Special Thanks
Thank you to jihem who created the function that rotates the ship
https://www.lexaloffle.com/bbs/?pid=22756#p
One last minute contribution to yet another edition of the #Pico1k jam hosted by the talented @Liquidream. My 1st attempt to a #Picotron production, using the significant power of userdata operations to implement bump mapping with directional and point lights, in 690 bytes of compressed code.

I made this cartridge so that I could get to grips with Pico 8 and programming in Lua.
Got the hang of tables, and had my first foray into adding physics. It was fun adding the different animations and collisions.
I'll probably leave this as is or maybe come back to it later.
About the game:
You are a stickman. You can shoot red things to destroy the blobs. Or you can jump to try and avoid them. Either way, try not to hit the blobs or you'll lose. Aim of the game is to try and survive as long as possible.
Single player.
Planet Earth is in danger!
Eleanor, the cutest (but not the smallest) meteoroid in the universe is on her way, threatening to destroy us all with a smile!
Your mission... Help her achieve this!
Avoid obstacles to reach Earth with maximum mass and speed, but watch out! The inhabitants of this planet won’t let themselves be annihilated so easily.
How to play
Move Eleanor with left and right arrows
Use item with X
Game Mechanics
Dodge obstacles to preserve Eleanor's mass, make combos, and reach Earth as quickly as possible to achieve the best score.
Arrows at the bottom of the screen warn you about incoming obstacles. Skim past them to increase Eleanor's speed, and do it several times in a row to create combos!

Hello,
I am making a game with a Circus theme, but I have no skill with music. Is anyone interested in helping me out?
Specifically, I am looking for something that could loop while the person is playing the game from either (or both!) of these classic tunes:
Entry of the Gladiators
https://www.youtube.com/watch?v=m5csNO3oMrQ
Man on the Flying Trapeze
https://www.youtube.com/watch?v=BZBZxleT0AY
Please reach out! It would be very appreciated and I would ensure credit is attributed.
Thanks

Pizza Patrol
Protect your precious pizza from a swarm of hungry insects! Swat, dash, and snag power-ups as waves escalate. Every 5 levels the Queen arrives—orbiting the pie and nibbling slices over time—stop her before your pizza is gone!
Controls Arrows: Move (X): Swat (C): Dash Press O/X on title: Start
How to Play
Guard each pizza slice. Flies target specific slices—intercept them before they land.
Collect power-ups for bigger swats, slow time, shields, and rapid swats.
Every 5 levels, the Queen arrives. She orbits the pizza and “nibbles” slices on a timer—use your swat and dash to push her back and finish the fight.

NEW
v1.3
Quality of life update, improved UI, better buttons
LINE , CIRCLE, BOX added!!!
reduce frame making current frame out of range fixed.
new hot keys
z=undo
1=pen
2=line
3=circle
4=box
5=fill
help file correct, cheat sheet to far right
Future ideas (Don't forget to like or post)
Pensize
Custom Color Select from 32 colors
Text Box for Save name file
Hit me with ideas. This is a fully working tool now!
[hidden]
v1.22
UNDO added
Mouse wheel scrolls sprite sheet
X will cut current frame
f will flip the frame horizontally
file menu - save printable
will save a text file to desktop called animation. the last line in the file will be current frame you just saved. Copy that string and print it.
v1.21
Can animate forward, backwards and bounce
Added color and current tool to top right corner
FILL tool works (line,circle and box are still work in progress)
Fixed random pixel placement
Duck Hunting, A asymmetrical 2 player game!
it's my first pico-8 game, I was curious to learn it and the 1k game jam seemed like a good idea.
Devkit mode enabled to control the mouse.
It use the mouse for aiming and the arrow keys to move the duck.
Click to shoot.
Player 1 use the mouse, Player 2 use the arrow keys.
Works with touch controls!
I incorporated my own concept of the Flow in video game from Jenova Chen :
https://jenovachen.info/implement-flow
The more score the hunter have, the less time the duck have to survive and the duck go faster.
The more score the duck have, more time is needed to score a point and the duck go slower.
It should create a balancing act that the more you plays with someone the more bonus or handicap is applied to each player to level the playing field.





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