Chum
Wanted to try out boids in Pico-8, so made this simple game.
Just kill as many sharks as you can before they eat you.
Controls:
- Arrows: move and spin
- X: shoot
- O: swim faster (C on keyboard)
To code and understand the boids' inherent behavior, I followed this very helpful site

tiny dashboard

ive been working on some useful tooltray widgets for taking notes and keeping track of data and stuff. currently i have a cpu/memory monitor, current program/total cpu graphs, notepad, weather monitor, liquid clock, controls reference (with tiny game), debugger, cellular automata viewer, and wpm tester. i have no more plans for other widgets, im definitely open to ideas but i dont have any new ideas that i think are worthwhile
you can change the palette and toggle the background on all of these by clicking the hamburger menu when out of tooltray or right clicking when in the tooltray
their dimensions are all similar so they fit together in a modular way (you can arrange them however you like and they will fit together), and personalization preferences are all stored when applied so they are used next time
a major priority in making these has been reducing the cpu usage, they all use less than 3% cpu when active, and the cpu/memory monitor list uses around 1%. with every widget installed, they only use about 10% cpu total

Performance Graph for Pico-8
This is a tool I released on Github a few years back, I've updated it for some of the new features of Pico-8 and uploaded it here for easy reference.
Updates
- 2016-01-05: v2, Reduced token count slightly
Usage
To use:
#include perfgraph.p8:1
::l::
p_start("frame")
p_start("complicated 1") -- Timers can be nested
for i=0,100 do
circfill(rnd()*128,rnd()*128,rnd()*100,rnd()*16)
end
p_end("complicated 1")
p_start("complicated 2")
for i=0,100 do
circ(rnd()*128,rnd()*128,rnd()*100,rnd()*16)
end
p_end("complicated 2")
p_end("frame")
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=181016#p) |
Ninjoe finds himself trapped in the basement of Chickensnake Tower. He must take control of the light and shadow to puzzle his way out. Good luck!
If playing with a keyboard, z and c get mapped to the "o" button, and x gets mapped to x.
Special thanks to:
- @Doriencey (lex, itch) for designing many great and devious levels.
- The Toy Box Jam folks for playtesting, especially MaxOsirus, DeusTex, BryterGames, rob, samu, and morgan for their valuable feedback.

In your head the hellworms writhe. Or are they real?
Port of a twine piece I made in zero hours for PIGSquad does 0h Game Jam 2025.
Play the original here: chairodactyl.itch.io/writhing-hellworms
Playable with mouse, or directional buttons + O
Thanks to Zep and co for Px9 which was essential for this project.
Big thanks to my partner Cheese for their support as always.
Check out their games: cheesepak.itch.io

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Hi All,
this is my first attempt at game development. well, first real attempt at it. I've tinkered with unity in the past but always got a bit offtrack. something about pico-8 really keeps me focused. its still very much in development, there are some serious balance issues and not everything is working perfect but its at a point where I feel I can post it.
its a classic dungeon crawler with a focus on weapon and armor synergy to unlock classes. the dungeon has an end, what is waiting for you when you get there?

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Hello! I was wondering if anyone could help with this in picotron. I want some scripters to work on a project where you have a block coding system similar to scratch, but for pico tron. the thing will run as an app inside of picotron just like picotron's own editor. If something like this already exists, let me know. Thanks for reading this. Because picotron is NOT as easy as pico 8. and i kind of want to make a project with picotron faster than ever.

I'm currently developing a side-scrolling platformer that implements two different jumping mechanics. The first one mimics the original Castlevania style—fixed-trajectory jumping, where your jump arc is locked once you leave the ground. The second is the more common approach, allowing players to adjust their direction mid-air. I'm unsure which one is truly better for my game.
1.fixed-trajectory jumping
2.allowing players to adjust their direction mid-air

From DeusTex comes the arcade mayhem you never knew you wanted. Inspired by the legendary Robotron: 2084, Chicketron drops you into a never-ending nightmare of angry chickens and mechanical Robochicken monstrosities that critics have called "deeply cursed." Angry Birds got nothing on this fowl bunch.
Wave after wave of feathered fury descends upon you, but you're a snail with a gun, so you won't be going quietly into the night. Send those mother-cluckers to meet their maker, and don't let them eat you in the process.
Rescue friendly fellow snails caught in the crossfire. Rack up points. Try not to think too hard about what's happening. Survive.

Video Poker - Jacks or Better, based upon classic casino games, like vintage "Player's Edge" and modern "Game King" machines commonly seen in casinos. For the PICO-8 platform, this version of "Jacks or Better" has the colors, sounds, timing, logic, and user input closely modeled on the real-world machines.
Controls:
- [Z] - SELECT
- [LEFT ARROW] - move left
- [RIGHT ARROW] - move right
Source material from YouTube:
Ninjoe and the Reflex Maze!
This maze navigating rogue-lite game is a cross between Pac-Man and Tomb of the Mask. As you play more, you can permanently unlock power-ups for future runs!
I created this game for the Toy Box Jam 2025
I only used base assets ("Hard Mode")!
⬅️⬆️⬇️➡️ to move
❎ to use your power
🅾️ to toggle slow-mo and turn Ninjoe mid-slide
Level Goal: Unlock the Red Door with a key to turn it into a Green Door
Game Goal: Beat level 10
Thank you to playtesters:
@NarcolepticFrog
Ianschreiber
Samu
@deustex
KetchumGuy
Thank you @thattomhall for hosting this Jam!! And thank you to:





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