

Controls
For a 1 player game, use the Up and Down arrows to move the palette.
For a 2 players game, you can use W and S to move the second player palette.
Rules
This is a simple remake of Atari's classic Pong. Move the palette to throw the ball to the opponent and continue playing. The first player to obtain 5 points win the game.
Behind the scenes
This is my second game (first using Picotron). My goal was to make the game by myself, without following any tutorial, and I am very happy that I could solve all the obstacles to finally recreate Pong successfully. 😀
I'm really happy because this is the first game I made by myself without following a guide :)
I referenced some info I found online when reading about collision detection and also a post I found regarding button press logic (to keep the function from being called again until the button is lifted).
Update - 2025/11/19
I fixed an oversite where the player was able to move in the opposite direction which triggered a game over. This wasn't really a problem on PC with a keyboard, but I quickly found it when playing the Pico-8 cartridge in a web browser from my phone.
I also added a title screen and updated the continue functionality on game over to account for this change rather than simply resetting the game.

Backrooms Level 0
The fluorescent lights hum gently but incessantly as you trudge across the damp yellow carpet. Weren't you already here? Or was that over there? It's either been days or minutes since you no-clipped through the floor of reality into this maze of rooms.
Find a way out--maybe back to the real world...
Controls
- Arrow Keys: Turn Left/Right, Forward/Backwards
- Z: Pickup Item, Open Door (if you have the key), Climb
Dev Notes
This game/demo is running on a portal-based engine that works with linked, convex sectors, somewhat similar to the Build engine. It handles textured walls, ceilings and floors at different heights as well as 3D prop items built out of vertical and horizontal surfaces. (The engine is far from perfect, but handles these sorts of worlds pretty well.)
I designed the levels using a custom editor (built in pico-8 because I like to make my life harder), which outputs level data as a really long string. It's a quirky beast, which somehow became about as complicated as the game engine.
Overall this was a fun exercise to build something atmospheric that I can get lost in myself.
--Electric Gryphon
You can find the level editor here, along with some basic instructions.
https://www.lexaloffle.com/bbs/?tid=154311
(Warning: The level editor is not especially user-friendly. But maybe it will be useful to someone.)

My latest game, Spooky Stylin' uses this "bitplaning" technique to store two 2-bit spritesheets instead of a single 4-bit spritesheet. I took a shot at animating the process to show how it works.
Read more about it on my neocities blog!
Acknowledgements
I owe a lot of my understanding to Two Owls and 8-bit Caaz. Check out these posts for more
I've noticed that listen sockets on Windows only seem to be listening on IPv6 interfaces. If I run the example from the manual, which uses socket("tcp://*:8899"), it seems that I can only connect to it from another machine if I use a hostname or IPv6 address. Even 127.0.0.1 doesn't work, but ::1 does. The same example works fine with IPv4 on Linux, so I assume this is a Windows-specific issue. I am on the latest version (0.2.1e).
I also checked Process Explorer and it confirms that there is only a TCPV6 socket:

Turno da Meia-noite foi lançado!
31 MAR 2026: versão 0.2.0
Baseando-se em Sokoban, o clássico jogo de empurrar caixas para o local correto, o jogador é um zelador de Cemitério que tem que fechar as covas com lápides para evitar que os mortos voltem. Adicionar outros elementos de corrida contra o tempo.
Jogo participando da GameJam de Halloween da comunidade do VictorIemini.
https://itch.io/jam/halloween2025

I've been interested in making my own markup language for a browser since my HTML browser on here, I've created my own basic markup language for Picotron - this simply links to my website where it's stored.
Page example (.picoml):
<title>my website!</title>
<text align="center">welcome to the website...</text>
<image align="center" width="auto" src="icon.png"></image>
https://discord.gg/A2UKMWN7AP - picotron web server with a PicoML section for: bug reports, requests, contributions (help me fr..) and any general talk about it!
PicoML library found at https://github.com/Astralsparv/picoml/blob/main/picoml.lua

So the Pico-8 supports GPIO on the Raspberry Pi and Pocket Chip, but I don't want to have to use Raspberry Pi or the pocket chip just for GPIO! The Pi Pico does have GPIO that could be used, but I don't know if it connects with the Pico-8, I really want to make something interactive and it would be really helpful. Does anyone know any alternatives?
I just want to make some LED's light up, nothing to fancy, just want to send stuff in and outside of the Pico-8!
It would also be extremely helpful if I could at least do the same on Picotron, because that has WAYYY more room to put microcontroller GPIO entries in
In a not-too-distant future, AI has taken over. The robots run gladiatorial arenas, stalking humans through a dark maze where they are hunted for sport. The question is, however, will the robots be hunters or prey? But beware! Robots aren't the only hazards you'll face. Spiders with paralyzing venom will leave you immobile and vulnerable for several seconds, cocooning your mines to render them powerless. Ammunition-eating blobs also roam these deadly corridors, draining your ammo when they touch you and consuming the mines you plant.
Once the game is started, press UP to break out of your jail cell.
Pressing X will fire your gun in the direction last traveled.
When you kill a robot, loot its remains for parts to build a mine. Press Z to plant a mine, leaving behind a deadly surprise for the robots. You can place as many mines as you like, but you can only hold 4 components at a time. If a spider should come across a mine and wrap it in webbing, simply re-tread the mine to uncover and re-arm it. Blobs will outright eat your mines, however, and you'll have to make another.

This is my first pico-8 game.
A chess solitaire variant where you have to capture all pieces on the board.
It is a re-implementation from scratch of a mobile game I have written a few years ago.
Since it was fitting for the format and made it easier to get started on pico-8é
I'm looking to implement more original idea, but any comments suggestions are welcomed!

Evacuate the whole solar system before it's too late!
On Planet Exodus you'll fire rockets to help the population escape from an alien threat, but you need to be very careful: to succeed on your mission you'll need to pass through the asteriod belt with precision and timing, to avoid casualties
V1 includes:
- 8 planets to evacuate
- Items to help on your mission like a nuke, a time-warp device and extra-lifes
- Three star score system to track your level completion
- Retro chiptune music
V2:
- Added "Restart level" option on pause menu
- New difficulty selection option on start menu
- Better colors and icons on the HUD
Default space game
SWAP SHOT 1997
The swap mechanic:
Game info:
Swap Shot 1997 is an arcade game built around a simple concept: destroy enemies wave after wave, dodge their bullets, and try to survive as long as possible to earn the highest score.
Your spaceship has very little health, so you can swap it with an enemy ship by getting close and pressing Z.
There are a total of 45 different spaceships, each with its own stats for health, fire rate, number of bullets and speed.
Find the right strategy, switching from ship to ship, to defeat all the enemy waves.
Tips:
For each enemy wave, an icon will appear showing the spaceship with the highest health or the best fire rate. Only one ship is highlighted, but of course all identical ships share the same stats:

I couldn't find anything on decent on sprite rotation, except for these two, so I made my own.
- https://www.lexaloffle.com/bbs/?pid=78451 (realtime rotation with only 97 tokens!)
- https://www.lexaloffle.com/bbs/?tid=3593 (uses 0-360 degrees)
What does it do?
rspr takes 4 parameters (plus 4 optional ones) and rotates a sprite around a customizable origin point.
Stats
- Only 161 tokens!
- ~1.156% of CPU per rspr. 130x use of rspr started to lag, which is quite good given that I'm absolutely atrocious at coding!
How does it work?
rspr(sp,x,y,dir,xo,yo,hd,vd)
- sp: The sprite to be rotated.
- x: The centered x-position.
- y: The centered y-position.

This is my first published tweetcart! Cover the screen in lime green as fast as possible.
<- ->: Steer
Hold O: Switch to white (release to go back to green)
Code:
x=0y=0r=rnd(1)t=0cls(7)::_::if(btn(⬅️))r+=1/64
if(btn(➡️))r-=1/64
f=1for a=0,127do for b=0,127do if(pget(a,b)==7)f=0
end end if(f==1)cls()stop("time:"..t)
x+=cos(r)y+=sin(r)x%=128y%=128c=11if(btn(🅾️))c=7
for a=-1,1do for b=-1,1do circfill(x+128*a,y+128*b,c-4,c)end end t+=1/30goto _ |






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