
Controls
Movement: Arrow keys
Freeze time: X or O
Rules
Catch as many fruits and items as you can before your lives run out.
You can move in all directions and wrap around the screen horizontally.
Press the button to freeze time so you won’t miss a catch.
Catch everything and score as many points as possible.
Story
You wake up in the middle of the night and realize something strange is happening outside. Fruits are endlessly falling from the sky. You rush outside, grab a basket, and start catching them. Somehow, you are able to freeze time and stop fruits mid-air for a few seconds to help you keep up the pace. If you drop a fruit, you lose a life — lose all of them and the game is over. Fortunately, you can refill both your lives and your super power.
I've noticed in Picotron and in cartridges exported from recent versions of Picotron, sometimes btnp doesn't register, whether from keyboard or gamepad. This is a random occurrence for all buttons as far as I'm aware.
It seems to be tied to processing. Once stat(1) goes up to .9, it starts dropping inputs, which you can see in the attached cart.


Survive the endless dungeon! Dodge enemies, collect coins, and use powerful abilities in this fast-paced PICO-8 arcade runner.
This is the first video game I’ve ever programmed in my life.
For once, I followed the “make small games” advice, and here I am —
with a game that, even if it’s small and a bit silly, actually feels finished haha.
I hope you share your high scores and feedback,
and that you manage to reach level 3 :D
Features
- Fast-paced arcade action
- Multiple enemy types with unique behaviors
(ghosts, slimes, skeletons, beholders, thieves, and more!) - Random power-ups
(Coin Power, Clear Screen, Full Heal) - Dynamic difficulty that scales with your score
The goal? Survive and get more points than your friends!

A remake/demake of Pitfall!, originally released for Atari 2600 in 1982 by Activision.
You are deep in the recesses of a forbidden jungle — an unforgiving place few explorers ever survive. But you've got courage, because you’re with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasures draws you and Harry deeper and deeper into the bush.
The goal of the game - collect as many treasures as possible.

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






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