Swim - A Minigame
Welcome to my first published cartridge. I hope you have as much fun with it as i have. My current highscore was a time of 14.8s. Good luck beating it ;)
Controls
- After the ready signal, mash the ❎ Button to gain force for the racing dive
- When the go signal is played, press the 🅾️ Button to perform your racing dive
- As soon as you are in the water press the ⬅️ and ➡️ arrow buttons alternately to move forward

I am creating a game based on asteroids, but with a free scrolling "infinite" play area.
Have fun, and please let me know how it feels to play.
Stuff I'm pleased with in this:
- Directionally lit sprites - the asteroids and ships are all lit from top right, regardless of how they have been rotated
- Particle engine: Pretty :)
The coloured lines around your ship lead you to the enemies
More enemies appear each level.

2025 Advent Calendar
This game was created for the 2025 Advent calendar.
https://www.lexaloffle.com/bbs/?tid=153178
Elf Cookies
Dear Human,
It's that time of year again, and Santa's working overtime. The problem is, nobody leaves cookies and milk anymore. Poor guy's starving at work and still thinks everyone believes in him.
We elves are baking nonstop to keep him going, but Santa is a picky eater. He only eats certain types of cookies. You can find the rules on the top-left side. Deliver the correct ones to my hand.
Thanks for the help. We can't let Mr. Claus down!
Sincerely,
Santa Elves Co.
How to Play
Left-click to pick up the cookies and bring the correct ones to the hand on the top-right as fast as possible.
Agent Pineapple

Stand against the Blender Armada.
Introducing Agent Pineapple, a sentient pineapple who is the only one on earth that can stop the deadly blender invasion. In this top-down arcade shooter, you'll fight your way through waves of enemies, with surprises around every corner and a particle system built from the ground up for maximum JUICE (literally). This is my first release on PICO-8 (or game release ever, for that matter), and I hope you'll check it out!
Can you make it to Wave 10?
- Fight through waves of increasingly difficult and varied enemies

Heya!
I've been banging my head against this particular wall for a few days and I'm at my wits end.
I've included two functions below, one of which works and the other does not. In move_and_collide_x everything works as I expect and executes without issue, but in move_and_collide_x_pp, the value in _a.x seems to vanish for no apparent reason. I've traced the value of _a.x through the function, and it seems that after opening the for-loop, _a.x is no longer 0, but instead nil, leading to all kinds of errors.
move_and_collide_x shares the same structure, and the only changes are after the point of vanishing (as far as can see)
The full cart is at the bottom of the post, if you want to see the whole thing. Any ideas, pointers or mockery are very welcome!
function move_and_collide_x_pp(_a,_ent,_world)
if _a.phys != nil then
printh(_a.x) -- is 0
printh(_a.phys.xvel) -- is 0
calc_phys_x(_a,_world)
printh(_a.x) -- is 0
printh(_a.phys.xvel) -- is 0
for e in all(_ent) do
printh(_a.x) -- is NIL
printh(_a.phys.xvel) -- is 0
local _res, has_collided = pixel_perfect_collision(_a,e,"x")
if has_collided == true then
_a.x = _res
_a.phys.xvel = 0
return e
end -- if collide
_a.x = _res
end -- for e in _ent
end -- _a.phys != nil
end -- move_and_collide_x_pp
function move_and_collide_x(_a,_ent,_world)
if _a.phys != nil then
local _oldx = _a.x
_a.x = calc_phys_x(_a,_world)
for e in all(_ent) do
--printh("loop count: " .. l)
local _res = collide_bbox(_a,e)
draw_bbox(e,7)
if _res != nil then
_a.x = _oldx
_a.phys.xvel = 0
return _b
end -- if collide
end -- for e in _ent
end -- _a.phys != nil
end -- move_and_collide_x |

First attempt at doing a game in pico-8. Last time i tried to do a game was the last century, so... i'm a bit rusty... the purpose of this is to have fun, practice and, above all,learn. The code is a mess (says the NOW me looking at what the past me did... if i had to restart it again, i'd do it all differntly, but, it works... and i've learned a lot... i'll be upgrading it, i assume, but, at least for now, it has a start and an end (both "good" and "bad") Pretty short game. Hope someone out there enjoys it.
Managed to make this in a short afternoon c:
Scoundrel is a solitaire dungeon crawler using a standard 52 card deck.
i made this because i keep finding myself not doing any prototyping for games. Which is important to actually see if the thing you're making is fun.
So i made this small tool that allows text input and things can check for text inputs and put text on the screen easily. This means i can easily prototype certain games, especially the more simple sorta puzzle games and card games.
im gonna try to explain it here, but this video is a much better resource for teaching the game: https://youtu.be/7fP-QLtWQZs?si=aCicLjZncRnsiqxN
You start with a shuffled deck. removing all red face cards. and draw 4 cards infront of you. These cards are the dungeon.
A simple port of Wordle to Picotron!
Uses the same word lists as the official Wordle, but each day the answer is different from the official version! Do play both!
Best played on Picotron, you can get it by typing
load #ptwordle in the terminal, or by downloading the cart!
Wordle is a game made by Josh Wardle, and is owned by The New York Times
Cat-astrophe
Your family has just put up this weird tree full of shiny toys!
This game was made for the advent calendar 2025.
contributions
Thanks to @MaxOsirus for rewriting the tree-falling physics engine.
@bikibird donated some of the one-liners at the end.
Playtesting was done by pretty much everyone involved in this year's advent calendar jam.
Watch @Achie72 's playthrough.

The 2025 PICO-8 Advent Calendar is here! Busy little
Controls
🅾️ open present; ⬅️➡️ scroll menu; ⬆️ shake globe.
Credits
Elf Cannon by @zep
Snowdrifts by @kozm0naut
Costume Cat by @SmellyFishstiks
Present Placer by @BryterGames
Gift Gatherer by @NerdyTeachers
Jungle Bells by @Guidouil

Swing and a Misery
I created this game for the PiCoSteveMo 3 Game Jam!
It is based on the Stephen King novel (and movie) Misery.
This is a "time your shot" style game like a golf game... but instead of swinging a golf club you swing a sledgehammer!!! A perfect score is 10,000 points. Press X at just the right time for the power and accuracy gauges to maximize your swing!
Help Annie warm-up her swings on a tree stump outside as she prepares for her time with Paul!
Jam Page: https://itch.io/jam/picostevemo-3

Howdy! This is my second game entirely in Dagapya, my constructed auxlang that you can learn more about here: https://dagapya.com/
The Debiduba are an organization of rescue foxes committed to saving other animals in trouble. Unfortunately, Leni, the newest recruit, is very clumsy and loses every single one of their tools upon entering the cave! Hopefully, Leni and all the sheep can get out safely...
This game was inspired by Ham-Ham Heartbreak after I tried to brainstorm ideas for a more text-heavy game to display my conlang. Huge thank you to @paraK00PA for helping and making the music! This is a 10-20 min experience.
Controls:
-D-pad to move (Arrows on keyboard)
-O to talk / interact / choose option / continue dialogue (Z on keyboard)

Block Überleben
Controls
Move/Look Left & Right = (Left) & (Right)
Look Up = (Up)
Look Down = (Down)
Jump = (O)/[Z]
Place/Destroy = (X)/[X]
Change Block = Hold (O)/[Z] þen (X)/[X] togeþer, þen (Up) & (Down)
Reference is in þe pause menu as "Help!"
Play Tips
- You can stick to walls and þen climb þem by holding þe jump button.
- You can go up transparent blocks (such as ladders), but not down þem.
- Physics are weird in transparent blocks.
- Small tunnels suck to be jumping in.
- You can look in diagonal directions.
- Þe pause menu has options to get unstuck.
- Added music and sound effects
- Added different footprints
- Added a gold counter when in a game
- Added an indicator for when you collect gold and kill a wumpus
- Changed the amount of arrows the player gets (now you get roughly 1.25 times the amount of wumpuses in the map as arrows)
- Changed the player character sprite
- Added death animations
- Added a credits menu
- Turned down the score the player gets so it never goes over 2**16 since I couldn't fix the score bug...







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