Submission for Toy Box Jam 2025, all assets provided by the game jam.
I've been searching for so long and now I'm here. This place, the tower on the horizon, calls to me. Is my journey over? Is he here? Father...
Controls
x - use item
z - change item/open chest
x+z - check inventory
Items
Sword
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[8x8] |

Welcome to HUMAN PARTY!
The animals have a zoo with one of the last humans on the planet. Time to take care of him. And when he's doing well, it's time to party!
HOW TO PLAY
This is a combination of an Idle Game and a Tamagotchi. You let the game run in the background and return every now and then to improve the quality of the food, for example. Over time, the human feels better and better, which increases the zoo's income and allows you to buy further improvements.
WHY AND HOW IT WAS MADE
HUMAN PARTY is my fourth PICO-8 game. As always, I thought about the mechanics I wanted to implement in order to learn more about the engine. This time, I wanted to create a small shop system and also practice working with lots of variables that perform all kinds of calculations in the background. I also learned how to make creatures follow a specific path.
This is my prototype for the PICO-8 class. There will probably be changes before we do the class, but the key components are:
- creating sprites
- making the character move
- creating a layout for the level
- programming item interaction and hitting walls
- sound effects
Below the game itself you can click "code" to see the code. I hope to be able to explain and help students to type all of the code included in this game as part of the class.
I may add code that the kids can copy/paste at the end to add enemy movement or a proper victory screen. I don't think we will have time to cover those things in the class.
The students will also be creating their own sprite artwork, so the player character, enemies, walls, layout, sound effects, etc should look different for everyone.
so i just drew some sprite in asesprite and well within the 128x128 sprite sheet pico allows, but when i go to make the level ibn the map editor then as soon as i pan with space bar the last to sprite sheet pages go black. is this a known problem. i am within the palette and sprite limit so idk what is going on

The character 26 translates to the ¥ character in P8SCII. However, on ASCII, the character is an end-of-file marker. If one uses the P8SCII ¥ character in an include file, it terminates the parsing of the file and most likely cases a syntax error.
I stumbled across this trying to export binary strings from Picotron into TXT files that I could then include in Pico-8. I properly escaped the string as described in this thread (https://www.lexaloffle.com/bbs/?tid=38692). But if the binary string accidentally includes the character 26, the include fails. However, exporting the escaped binary string to the clipboard and copy & pasting it into Pico-8 works fine.
Code to reproduce behavior
In Picotron:
store("/desktop/test.txt", "test=\"¥\"") |
In Pico-8:
#include test.txt |
Output:
Suggested solutions:
- Add P8SCII escape code to escape ¥

Pico-8 has a nice poke to adjust the map width, but you unfortunately can't use the built in map editor to conveniently take advantage of it.
I wonder if someone already rebuilt the sprite and map editor of pico-8 in pico-8, so I could tweak it to add map width support without starting from scratch.
Another feature I'd like to add is usage of the range 128-255 tiles+flags for the 4sceen x 8 screen maps, so you can use the extra range as flipped versions of the 0-127 range.
I've found a way to use the Pico8 language server extension for VSCode while developing with Picotron.
This give you all the "Pico" style changes to Lua as recognized commands that don't throw errors, things like:
a += 1 if (something) action() a = b \ c |
There is some Picotron syntax which will show up as warnings (such as 'fetch' or 'window'), but this is the best we've got until a proper Picotron Lua language server extension is released.
To use it - install the pico8-ls extension by Pollywog Games in VSCode.
In Picotron open main.lua and enter the following:
cd("/projectname")
include ("src/filename1.lua")
include ("src/filename2.lua")
-- etc for every lua file |
Your source LUA files go in the Picotron drive (type 'folder' at the Picotron command prompt to open it)
in drive/projectname/src
Save your .p64 file into drive/projectname/projectname.p64
Lastly, to get the Pico8 language server to think this is a Pico8 game and to include all your Lua files, you create a .p8 file: drive/projectname/projectname.p8 and edit it in VSCode. It should look like this:
"Mesa"
(291 chars)
q="2709432941253125412567758699"pal(9,-7,1)poke(24372,2)h=circfill::_::l=mid(0,8,cos(t()/6)*16)n=l>4and 9or 0m=n<9and 9or 0cls(m)h(63,63,48,n|6144)k=8-l for i=24,33+k*6do for x=23,30do line()for e=1,#q,4do line(q[e]*l+q[e+2]*k+x,q[e+1]*l+q[e+3]*k+i)end end end h(63,63,56,m|6144)flip()goto _ |

"AKIRA"
(299 chars)
s="htlaeh rof doog bad for education"n=circfill::_::cls(8) q=t()for i=1,33do a=i/34+.02e=50+max(sin(q+i/90)*9) ?"\^o2ff"..(i<17and"\^t"or"\f8")..sub(s,i,i),63+cos(a)*e,63+sin(a)*e end for f=0,1do for i=0,18do a=sin(q)*9+sin(q/2)*i if(f<1)n(i+53,63+a,9,14-i\12*2) n(i+50,60+a,2,7)end end flip()goto _ |

"Excelsior" the procession enunciates ad infinitum.
Somewhere among the arbitrary torrent, a match will be made.
(300 chars)
q={}for i=0,99do
e="-"for i=0,3do
e=chr(rnd(26)+97)..e..rnd(9)\1end
add(q,sub(e,2,9))end
f=0o=rrectfill::_::for i,f in ipairs(q)do
y=((i-1)*44-t()*8+44)%999-44x=23+cos(t()/2+i/4)*24o(x,y,79,40,2,9)o(x,y,79,18,2,1)ovalfill(x,12+y,78+x,22+y,9)
?"\^wnew york\n⁴r\^t\^wᶜ1"..f,x+8,3+y
end
f+=1flip()goto _
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