Welcome to 12 ROLLS!
"12 ROLLS" is a simple game of chance. Roll the smilie face twelve times in a row with a die. Purchase upgrades to get more dice and increase your chances.
HOW TO PLAY
It's very simple: press X or V to roll the dice and buy upgrades. The rest is left to chance.
WHY AND HOW IT WAS MADE
This game was a spontaneous idea that I implemented in just a few days. There are no special mechanics. It's just about rolling the dice and increasing the probability of winning. It was inspired by "Unfair Flips" on Steam.

Okay, so I am VERY new to game dev and Pico-8, including publishing here. So I totally forgot that other people can see this.
This is basically... an alpha version? I have to figure out how to add more customers and stack orders. Needs sound and music. I also have some other ideas, but I want to get all these mechanics out of the way first.
I put this up so that my IRL friends could play it and give me notes/ideas. I'm happy to take notes/ideas here, too, though!
Just be gentle please.

2026-07-02
UPDATE: Added pickups for the weapon. 🔫
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2026-01-14
I’m working on this 2D platformer game, which at least for the moment I’m calling “Jetpack Boy.” It’s still very much a work in progress (the map is just a placeholder) and there are a few bugs to iron out, but you can already jump around, shoot at the robots, and search the computers (can you guess which computer? 😉).
Hope to be able to get back to this game soon!
👾👨💻
Just installed Picotron 0.2.2 and I just discovered that the icons for the different cart tabs all wiggle up and down for a bit whenever you load a cart. It's cute, but it's also the kind of nonessential animation from interaction that gives me and many others trouble, and I can't find any kind of setting to toggle it. Would it be possible to have a "Reduce Animation" system setting to capture this and other similar feedback in the future?
Edit: From the v0.2.2b changelog (hat tip to @StarlightDaisies pointing this out):
> Added: turn off workspace icon wiggle and toolbar transition animation from terminal: > config ui_animation false
We would definitely expect an explicit System Settings dialog setting, but in the meantime this should help.
Edit 2: v0.3.0 adds a "UI Animation" setting to the Desktop tab – resolved!

Under
Just discovered one of my older games
Added some sounds and polishing to it
The background music is from URL Pico-8 Tunes Volume 1 by Gruber
Extra info
The tutorial only covers the basics so here are some rules that might not be intuitive
- Doors shut when enemies are alive
- You can destroy those spawners on the floor by moving close to them and clicking btn O
- You can not shoot backwards
- You can loot the furniture at the top
- Moving into a room without ammo is quite... dangerous XD
Have fun!

CAN YOU HELP JIMBO?


Story
Jimbo works in the big office building in the big city. He's a very hard worker. But the corporate gods in HR have determined him too lazy and banished poor Jimbo to OFFICE HELL! Our hero will have to navigate the endless office halls, dodging demons and ghosts of companies past if he hopes to ever see the real world once again...
Gameplay
Jimbo may be a hard worker but he does struggle to think for himself. Once he is given a direction there's no stopping our boy Jimbo. The only way to control him once he's started moving is to make him jump. Choosing directions wisely and timing jumps carefully is the only way to help our hero navigate the predicament he finds himself in.
Hi y'all!
Assuming I have the string "\*5a", if I print it, I get 5 "a" characters, because of the \* control code
In any other case (afaik), the string is treated as is. For instance, if I use foreach to add each character to a table, the returned table would look like this {"\*","5","a"} instead of this {"a","a","a","a","a"}
Is there any way to get the "rendered" string other than if-elsing my way through all the characters?
Thanks in advance!
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Hi everyone!
I've been working on Pico's Gate, a retro-inspired RPG with turn-based combat and a focus on "juicy" feel. It’s still early days, but I’ve managed to implement a few features I’m really proud of:
- Music: an original composition from the author.
- Tactical Combat: Move-distance limits, AP-based actions, and enemy lunges.
- Visual Polish: A custom "Clock Wipe" level transition, screen shake, bouncing gold meter.
- Exploration: A Fog of War system and interactive NPCs.
Controls:
Arrows: Move the character / Navigate menus.
X (❎): Talk to NPCs, open chests, and confirm menu choices.
O (🅾️): Toggle "Move Mode" during combat.
Can you save the world from eternal darkness? What is hope other than willingness to try?
https://www.lexaloffle.com/bbs/?uid=79679

Can you save the world from eternal darkness? What is hope other than willingness to try?
In Sundered Hope, you play as a lonely rogue armed with a single arrow, trying to stop the world from falling apart.
Controls
- Arrow Keys - movement
- (X) to shoot the arrow
- Enter: menu (reset run, turn on/off timer)
Tips
- Your arrow always aims at the closest enemy (Look for the blue dot).
- To defeat the boss, you first have to disable its guardians.
- Red enemies are invulnerable.
Game by voidgazerBon. Follow me on Bluesky or
About the Game
Hi everyone! This is Origins, a retro platformer I've been working on. My main goal was to create a finished game.
v0.1 - I recently overhauled the collision engine to prevent "wall sticking" and added a floating tutorial system to Level 1.
v0.2 - Switched to an Object Oriented Programming (OOP) approach, added particle effects for exploding enemies and camera shake on player damage.
How to Play
- ⬆️/⬇️/⬅️/➡️ : Move
- 🅾️ (Z/C) : Jump
- ❎ (X/V) : Attack
Features
- Music: original composition by author.
- Enemies: Watch out for the Orbs and Snakes!
- Tutorial: Visual button prompts to help you get started.
Block Bash
This game is a work in progress. This is a first test of the game. I still need to work more on the next blocks in tray to adapt to what is on grid.
How to play
Place blocks on grid to fit the pieces and clear the rows/column to gain your score.
-The flashing rows/columns mean if you place that block there it will clear that row/column.
Controls
Arrow keys = Navigate
🅾️ = place piece
❎ = cycle piece
For anybody who wants it, here's a quick Lua table to JSON string function I made. I tested it on everything I could imagine in Picotron, and I did a quick test in PICO-8 too.
As far as I can tell, it's pretty optimized.
-- convert a lua table to json
-- NOTES: 0-based arrays are not supported
-- "nil" values are not registered by the parser
-- for example, to_json({ b = nil, c = "hi" }) serializes to {c:"hi"}
-- order is not guaranteed to be preserved - see the documentation for pairs()
function to_json(lua_table)
local is_array = false
-- if the key is always an integer matching the current index, it's an array
for k, _ in pairs(lua_table) do
is_array = type(k) == "number"
if (not is_array) break
end
if is_array then
local json = "["
foreach(lua_table, function(current)
local curtype = type(current)
if curtype == "boolean" or curtype == "number" then json = json .. current .. ","
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