Rock Paper Scissors with stats, health, and level ups.
This is my first Pico-8 game after following a few small tutorials. I'm considering it a prototype and a learning exercise, but I'm posting it hoping to get some feedback, which is appreciated! The code is a mess, I know. I'm willing to clean it up, fix bugs, add polish or new features if enough people are interested. Otherwise, I'm on to my next game to continue learning and hopefully make something good someday.
Thanks!
Controls:
Mobile: Use on screen controls
Desktop: Arrow keys to select menus, 'z' or 'c' or 'n' for action button
Issues I'm already aware of:
- Even if you put all 9 level ups into Con, it still doesn't fill the health bar. The health should just always fill the bar at max hp, showing a percentage not actual heath in pixels.

My first cart submission! I have been making games with too big of a scope for about a decade, I always burn out about 70-80% of the way through. Hopefully PICO-8 will help me finish some games. Working on a few other original ideas, but I wanted to do something that I could finish in one sitting, so I decide to do (another) game of life implementation.
- Arrow keys to move the cursor
- Z to flip the state of cell
- X to step to next generation (you can hold it down!)
- Menu has options to load other patterns, a blank canvas, and copy your current pattern
- CTRL/CMD+V to paste your pattern

runShmup8
runShmup8 started as an idea to create a game within the Pico-8 interface itself. It is a shoot 'em up where you try to eliminate as many "Error" enemies as possible. As a shoot 'em up, the game is pretty barebones but it is fun to blast those pesky "Error" messages.
How to Play
You'll need a mouse or trackpad to play.
Click on "False" to start or restart the game.
Left-click to shoot.
Try to get as highest score.
Don't forget to send your best scores as a screenshot!
Good luck!
Credits
Design/Art/Music/Code: ArenaLlanura
Inspired by Pico-8 interface.
Hello.
I posted yesterday a cart showing usage of the high color bits in order to make a stencil mask and coming the next day with the new update it doesn't properly work anymore. Here's the aforementioned cart:
I also uploaded a version that circumvents the issue, for reference (it also removes some redundant code such as the no-op color table)
By altering the set_stencil color table I use to mark the region to left intact, it seems that somehow, the sprite operations still kinda see a color table bit even though I have never set on their side. I found a "fix" which was to set the color bit I used in the sprite's target mask, which somewhat doesn't make sense to mae.
The GFX page kinda confuse me every time I try to understand it deeply but, Here's the breakdown of what I understand:
- The color table selection comes from the color draw state (or the argument in the drawing operation that will overwrite it) and the high bits from the render target, in the formula
coltab = (draw_col | target_col) >> 6, so either sources will set the bit. - I set the "stencil" bit after drawing the platformer mockup scene as a mask for the rectfill to ignore the center shape. At this point, theorically only the area drawn over have the bit set. This can be confirmed with
poke(0x547d, 0x40)and to see the inner circle appear during the first loop. - Then I just draw the checkerboard pattern, using the stencil bit as a mask like proposed in the documentation (more on that later)
But then I get this

Another tiny game about 🥚 coded on the ZeroCalc
I was inspired by LocoRoco game play.
Here you don't only control the player, you control the ground.
It has no sound or music yet.
Music by @Gruber (Copied from PicoTunes vol.1)
It features Gudetama sprite on game over 🍳
Changelog:
v0.1 first publication
v0.2 add music and credits
v0.3 change obstacles who follow ground
v0.4 enhancing gameplay
todo: fix left right score hack
Hi everyone! This Halloween, @illuminesce and I are excited to share a super special minigame, Spooky Stylin’!
.✧˖°.Game controls.✧˖°.
🇽 = SELECT (X key)
🇴 = CANCEL (Z key)
🇽+🇴 = TAKE A SCREENSHOT (X and Z key pressed at the same time)
.✧˖°.About.✧˖°.
This is the sixth game in our Tomodachi 8-in-1 collection. It's another exploration of ours using PICO-8 to craft late 90s, early 00s nostalgia. We originally considered including a dollmaker game like this in our game Terranova, but we ended up cutting it from scope. It's here now. Check out the full bundle on itch https://illuminesce.itch.io/tomodachi-8in1 !
I think this is a nobrainer if you're gonna have menus. just include the documentation as an oldschool .hlp style file.
While you're at it, help [pico8 command name] in commandline on pico8 would be great. :)
I mean, if you're going for full cozy, then the only other tab open in the space should be the one in your physical book with your notes...or for me, a printed spiral of Lua syntax and commands help. lol

When you visit Tarry Creek, the largest national park in the midwest, consider hiking one of our 208 scenic trails, famous for their diverse flora, gorgeous lakeviews, secure campsites, clean restrooms, and friendly local animal life (viewable from a safe distance).
Feeling burned out? Take a deep breath. There's no shame in trying again later. You'll continue to grow with each experience, but Tarry Creek will never change.
I'm interested in making a full version of the game in a different engine. If enough people are into this I'll probably start working on it immediately, so lemme know what you think.
Update: I'm workin' on it.
Posting updates here https://x.com/wormwithnomind

Hello. Some people asked me how I made iris in & out transition effect between two different "scenes", so here's a cart with the code.
The core tenet of the effect is manipulating the color tables and the draw masks on-the-fly to mark a certain region of the screen (the inner part of the iris) to switch to another color table when drawn over for the second scene and use a color table on that other slot that doesn't alter the color of the pixels in that region.
Though, I need to manipulate the target draw masks and this makes drawing operations way more expensive when they're different from the default settings. If you want to take this any further, you'll probably want to make something more clever and optimize to limit the number of drawn pixels that way.

Farmer's Market
Hi guys, I participated in a game jam a few months ago, it was my second time using pico8. I had a ton of fun building this :)
About the game:
Starting with just a patch of dirt and a pocket full of dreams, you’ll plant seeds, harvest crops, and sell them in a dynamic, reactive marketplace. But you’ll quickly learn: growing food is only half the game.
The market
Prices rise and fall based on randomized news events that shake up supply and demand.
A beet surplus?
Bad for business.
A carrot catastrophe?
Time to cash in.
Stay alert, act fast and time your sales to maximize profit.
[hidden]Psst!.. want an edge? Pay for insider info and get early access to market-changing news before it goes public.
This is my first finished Pico-8 game! Well, not finished, but it’s playable!
Controls
The controls are simple: move the mouse around the maze with the arrow keys, and break a wall by pressing X. You have to have a pickaxe in your inventory in order to break a wall.
Rules
The game has only three levels at this time. The first two levels are kind of training levels, and the third level can be fairly tricky to complete. A timer counts down from 100 for each level; if the timer reaches zero, or you are caught by a cat, you lose a life and start the level over. You have three lives to complete all three levels.
Collect cheese and points by running over the cheese. Collect a pickaxe by running over a pickaxe. You can have a maximum of three pickaxes in your inventory, shown in the status bar at the bottom of the screen.

PicoTestDriver (PTD)
Automated Testing for PICO-8
Stop manually testing your game every time you change one line of code.
You know the drill: refactor your player physics, suddenly collision detection breaks. Add a new enemy, bullets stop working. Spend hours debugging, realize you broke something two commits ago.
I built PicoTestDriver to solve this. Write tests once, run them in seconds, catch bugs before they ship.
What it looks like
./ptd test -c my_game.p8 === PicoTestDriver v3.0.3 === [INFO] Testing player movement... PASS [INFO] Testing bullet collision... PASS [INFO] Testing enemy AI patterns... PASS [INFO] All tests passed in 12 seconds [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=176627#p) |
Ritual Duties
Small game made in less than 3 hours for Trijam #343! (And it ended up winning!)
Listen to the cultists wishes, look up the requested ritual in your book, perform the ritual before time runs out!
Game is controlled with the mouse, left click to pick up items and left click to drop them, or left click and drag them. Right click to discard your currently held item. Click on the book icon to open and close the book or open it instantly with right click, and switch page with the arrows on the sides.
It also has full controller support!
Everything (besides some light planning) was made during the 3 hour time period. Unexpectedly, the main gameplay was done in a bit over an hour, so I had a lot of time to polish it and make it feel complete! Really proud of the result!

I was doing some play testing on my first game release, and noticed unfortunately that on my iPhone I am unable to hear any sound/music from the PICO8 webview.
I understand that this is not a new issue as I found this 8 year old GitHub repo:
https://github.com/nucleartide/fix-pico8-ios-sound?tab=readme-ov-file
The repo only mentions Safari, but I can confirm the issue exists for Firefox and Brave browsers as well on iOS. Has there been any new developments on this roadblock, or is the only option to edit the HTML as is mentioned in the repo?
CELESTE DMG
For all the DOT MATRIX SCREEN lovers ;-)
Enjoy!
WHAT IT IS
A recolorization of the original Celeste game, aiming to look like the old-school
Gameboy DMG tint (within the possibilities of PICO-8)
The file that was modified is the one you get when you LOAD #CELESTE in the
PICO-8 terminal (#CELESTE-3 (26589 CHARS))
WHAT IT LOOKS LIKE

EDIT:
If anyone is interested in playing this with a giant, bulky GameBoy bezel around it
check out the itch.io page






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