When Ysabel, a vampire living in Reno, finds her brother dead with a strange crucifix-like structure attached to him, she finds herself compelled to take revenge on the humans that murdered him.
https://youtu.be/f8lFkbZuaqQ?si=uLdUfuP_VZCL9vOj
https://youtu.be/r7mT0jxN300?si=OkQyF0XpCRezg0og
This is the first game I've ever made with PICO-8. I was very conscious of making a more "game-y" game than my previous work, but still making it feel authentic to me. I'm happy with how it turned out, and it feels like an appropriate follow-up to LIGHT-BRINGER(http://maredjurphy.itch.io/light-bringer).

Hello. This is my version of Bad Apple made using quite a bit of compression, only letting a single rectangle to draw every frame, and scrolling to alleviate some movement tasks.
The compression algorythm is a bit spaghetti-like, but it's a bit simple.
Before any draw calls, I take 8 bits out of the video file and divide them to two nybbles. Each nybble is a scroll delta for the whole screen (X and Y). I substract 8 from the nybbles to get a range from -8 to 7 to scroll the whole picture.
Next, I begin the rectangle draw routine by getting which type of rectangle to draw. (XOR, Black, White)
I take a single bit and see if it's 1.
If it's 1, we're at the XOR rectangle draw routine. This is just so every bit the rectangle draws, it flips the colors. This helps for when there is a transition that negates the whole screen, or to move objects quickly.

Simple function to pod variables, e.g: a javascript dictionary/array.
Made it for adding pods for my wiki
Now includes metadata support!
// do_not_increment exists incase there's edge cases, unsure what they could be
// stuff with tomfoolery setting arrays/dicts?
//
// defaults as false, would just +1 to the index to not be 0-indexed bc lua
// meta is an array
function pod(dict,meta,do_not_increment){
//generate the meta
let res="";
if (isArray(meta)){
res="--[[pod";
for (var key in meta){
const value=meta[key]
let pkey=key;
let pvalue=pod(value,do_not_increment);
if (!isNaN(Number(pkey))){
if (!do_not_increment){
pkey=Number(pkey)+1;
}
pkey=`[${pkey}]`;
}
if (pvalue!="nil"){
res+=`,${pkey}=${pvalue}`;
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=182522#p) |

Climb the rock is a platformer game. When creating this game, I was inspired by the climbing mechanics from The legend of zelda breath of the wild. This is one of my first games, so please don't judge it too harshly. I borrowed the jump and collision physics from cow's detroid project because I'm not very good at coding. Click on the arrows to move. Z-jump, hold X-open inventory. To select an item, use the arrow keys. To use an item, press Z while in inventory mode. Press x in start menu to activate the timer.
patch note :
-Fixed a bug where the player got stuck at the beginning of each mini-level
-Added timer for speedrunners.

SPACE SHOOTER v/0.1
Submission for Maine App Challenge (MAC) 2026
Rougelike Space Tower Defense game where you defend off aliens and collect upgrades to try to get the highest score you can!
copyright me (probably )
Please leave your thoughts and suggestions in the Comments! this project is due to be under consideration in April 26' so your comments can help me improve this into a polished state for the future!
Version 3.1
In this game you shoot Vikings until either you die or your game crashes because there are to many Vikings on screen at once. WASD to move and arrow keys to shoot. You can open the menu to swap the control layout by pressing "Z". This is just like in the middle ages! This is my 7th grade history project.
Viking Equipment
Vikings used lots of different pieces of equipment.
Weapons
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Updated Pico Entity Component System to be a bit more token friendly, it's still very large though and needs a bit of work. Would be cool if I could get it down to like sub 1000 tokens? Also changed the update to run at 30 so it can handle more entities before performance throttles at about 1400 entities(bouncing balls).



Watch computer-controlled snakes battle it out to be the last one standing! Features a number of different maps of various shapes and sizes.
Controls: Just watch. Or hold C to speed things up.
Also works as a screensaver or wallpaper! In wallpaper mode, it will use the desktop colors from your theme and reduce processing to save on CPU.

I'm making a VVVVVV inspired game and i ran into this problem
I know what the problem is, the collision is detected using velocity so when the distance is less than the player y velocity the player fully stops and starts falling again but more slowly, but i couldnt find any way of fixing it without fully changing the collision system (wich i want to avoid 😅)

This is a demake of my game Parapath which is a digital version of the board game Quoridor. First thing i've ever made in Pico and it was mostly vibe coded. Im really no good with the pixel art and sound even though I feel like im a decent artist and musician. Takes a lot of creativity to work with such restraints. I commend everyone who excels on this platform. I have gotten feed back all over about the AI being too easy or too tough. -Snozzberry

Very early version of a entity component system for pico. Haven't started the process of trying to token optimize any of the code, so it's not in any real state to be used in a actual game project. All of the systems and features do work so maybe it can be used as inspiration to make a better miniaturized version? Please let me know if there are any glaring errors or improvements you can see?


Howdy!
It has been a months-long struggle but Wurfel Pie is finally ready for the real world :D
This is my first foray into digital game development. So, I wrote up a print-and-play game that I published back in 2021. I hope y'all enjoy! Let me know what you think :D
Update 2026-01-24: Updated the scoring to target the highest possible score, and it now highlights the column used.
Update 2026-01-24: I think I fixed the sorting bug that thePixelXb_ found, AND I started adding little Easter Eggs ;-)






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