Pico Trouble
A fast-paced bubble shooter where you must destroy all bouncing balls before your health runs out!
Pang / Buster Bros / Bubble Trouble Demake!
🎮 Controls
⬅️ ➡️ Move
🅾️ (Z) Shoot harpoon
❎ (X) Start level / Restart
How to Play
- Shoot the bouncing balls with your harpoon
- Big balls split into smaller ones when hit
- Smallest balls are destroyed completely
- Each ball destroyed gives you points based on its size
- Avoid touching the balls or you'll lose health fast!

RIDICULOUS POWER
Frantic arena shooter with crazy power ups!!
- 5 OR SO RIDICULOUS POWERUPS !!
- CHAIN KILLS TOGETHER FOR INSANE HIGH SCORES !!
- AFTER 5 POWER-UPS TAKE ON A HORDE OF SKULLS !!
- CURRENT HIGH SCORE: 1078 MILLION !!
This is my first Pico-8 game, made in 72 Hours for "Mini Jam 202: Power-up - Ridiculously Overpowered", hope you enjoy.
CONTROLS:
Z - Control the width/focus of your shot
ARROW KEYS - Movement

This is Poprocks - an asteroids-style multi-directional shooter with an "infinite" play area.
The lines around your ship point at nearby enemies to help you find them. Use your engines by pressing UP. Fire with Z, turn left and right with the left and right arrow keys, and use a (limited supply) of shields by pressing DOWN.
New enemies get added every time you clear a level. Kill enemies in quick succession to increase your multiplier and get really high scores.
There is a tutorial available if you press X on the start menu instead of Z
I wrote this to try out userdata for particle engines, got distracted using colortables to make a directional lighting effect that works on individual sprites, and then ended up building the game you see here.
So for my current project I'm trying to create a transition effect where rotating snowflakes fill the screen.
I'm mostly where I want to be, as the snowflakes sweep across the screen and animate. However I really want the animation of each snowflake to start when it appears, so that they are all rotating at different times. As you can see currently, the snowflakes fill the screen, then they all start animating simultaneously. I thought embedding the animation timer inside each snowflake object would fix this but it doesn't seem to have made any difference. I would also like if the snowflakes swept across the screen more gradually but that's a less pressing issue. Below is all the code relating to this transition. Any help or thoughts are much appreciated!!
function inittrans()
transflakes={}
transition=true
transflakeadder=0
transtimer=5
end
function updatetrans()
for flake in all(transflakes)
do
flake:anim()
end
if transition==true
then
transflakeadder+=1
for xpos=0,transflakeadder do
for ypos=0,transflakeadder do
add(transflakes,{
sp=192,
animtimer=10,
animtimerreset=10,
x=15xpos-2,
y=15ypos-2,
anim=function(self)
self.animtimer-=1
if self.animtimer<0
then if
self.sp==192 then self.sp+=2
self.animtimer=self.animtimerreset
elseif
self.sp==194 then self.sp-=2
self.animtimer=self.animtimerreset
end
self.animtimer=self.animtimerreset
end
end
})
if transflakeadder>9 then
transition=false
end
end
end
end
end --end of function
function drawtrans()
cls(1)
for flake in all(transflakes)
do
spr(flake.sp,flake.x,flake.y,2,2)
end
end

Help, I’m a beginner. I got an error on line 36 while copying the code below. I don’t know what to modify. Can someone please help me take a look?
function _init()
exps={}
clrs={5,9,10,7}
end
function _update()
for p in all(exps) do
p.x+=p.spdx
p.y+=p.spdy
p.scale-=.1
p.l-=1
p.c=flr(p,l)
if p.l<=0 then del(exps,p) end
end
if btn(❎)then
xp=rnd(128)
yp=rnd(128)
for i=0,20 do
add(exps,{
x=xp,
y=yp,
spdx=1-rnd(2),
spdy=1-rnd(2),
scale=2+rnd(5),
l=5
})
end
sfx(rnd(3))
end
end
function _draw()
cls()
for p in all(exps) do
circfill(p.x,p.y,p.scale,clrs{}) --
end
end

Welcome to my first proper PICO-8 game, and submission to the BBS!
After a few weeks, I'm finally getting around to submitting this PICO-8 version of the only game I've ever finished, originally made using Processing back in 2017.
- Move side-to-side to dodge the falling shapes
- ❎ (X) to select menu items
- 🅾️ (Z) to engage "doub mode"
I've taken a few passes at trying to remake this arcade game since the original over the years, particularly in the Bevy game engine. But I often lost interest, or became overwhelmed by scope creep. So PICO-8 has come in clutch for me here with it's coercion towards productive game development! It's something that my brother has always had me on about, so he'll be pleased to learn that I've finally "published" my game.

At the moment, I realize that diving straight into my current game project isn't the best approach. Instead, I need to take a step back and focus on mastering the fundamentals of PICO-8 first.
Why Basics Matter:
- PICO-8 is a unique fantasy console with its own quirks and limitations.
- Understanding core concepts like:
- Sprite creation
- Code syntax
- Sound design
- Map editing
is crucial before tackling a full game.
What This Means For My Project
- Progress on the actual game might slow down temporarily.
- But investing time in learning will save headaches later.
- It ensures the final product is polished and well-crafted.
Next Steps
- Go through beginner tutorials and examples.
- Experiment with small projects or demos.
- Build confidence in using PICO-8 tools effectively.
Thanks for understanding—getting these basics down is an important part of making something great!

Something I find confusing about Picotron is how it loads carts into RAM - and then how you load subsiquent carts into RAM etc - I am getting used to it BUT
I think there needs to be a simple way to simply unload everything back to nothing without rebooting the workspace.
(Sorry others may have requested this)
Unload the current cart - code/gfx/map/snd etc - all back to nil/defaults
I know pico8 works this way but with pico8 being purely a "programing/creation environment" that was fine and made sense but with picotron being a workstation it just feels odd to reboot to reset to nil as such.
Gameplay
Guide your balloon skyward to reach the rainbow awaiting you above. Maneuver around the cloud platforms avoiding hazards like birds, whirlwinds, and UFOs. Collect various powerups to help you ascend higher in your Race to the Rainbow.
Updated
Build is 95% complete. Label art was done my son, "Buggy" for his first published work.
This game was the first project I began when I started Pico-8 over a year ago. I knew absolutely nothing and struggled for a bit until I decided to follow a few tutorials. I've come back with what I've learned and tried to finish what I started. Haha
I'm still polishing it up before it's final, but I'm getting close. I'm still not entirely happy with my wind gust sprite, enemy behaviors need to be tweaked, and some more polish needs to be added. Any advice or recommendations are appreciated. I hope you all enjoy my first idea I had for a Pico-8 game. If there are any questions or comments, please don't hesitate to reach out.

The kingdom is desperate.
Drunk on their fame, our plumbers refuse to work.
The waterworks are on the brink of collapse.
Only one person can save us...
THE OTHER PLUMBER
Background
Inspired by the release of CorgiSpace and SEBI16, I wanted to try out PICO-8. Here is the result! My first PICO-8 game, made between January 18th-22nd of 2026. Thank you for playing, I would love to hear your thoughts!
Dev Log
I discuss the game and puzzle design of The Other Plumber here!
Hints
Below are a series of hints for each level, each one should give slightly more away than the last.
The final hint will give the solution to the puzzle. The solutions are given as a sequence of coordinates which pipes should be dropped from (if its a corner spot then a direction to drop will also be included). So 3x0 means drop a pipe from the middle column of the top row, 0x3 means drop a pipe from the middle row of the left column, 5x6 means drop a pipe from the 5th column of the bottom row, and 6x6up means drop a pipe upwards from the bottom right corner.


Controls
- Arrow keys – Move your character
- Left / Right to move
- Up to jump, or alternatively O (mobile) or Z (PC)
- Down to fall through platforms
- X – Open chests and confirm menu selections
Rules & Gameplay
Your goal is to survive for as long as possible and ultimately defeat the final boss.
- Enemies drop XP when defeated
- Collect XP to level up and become more powerful
- Bosses reward you with a random new weapon when defeated
Choose your upgrades wisely and see how long you can last!
Behind the Scenes






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