Browse gopherspace from your Picotron with this tiny gopher browser. While it is very limited, it has persistent bookmarks and support for the search item type which is also commonly used for guestbook interaction.
Have fun!
(Important: the network operations don't work when running in a web browser. You'll need to launch it from the native Picotron client to be able to open any of the links.)

After making some minor adjustments to my version of Lazy Devs Porklike engine, BOOM: A Rip & Tear roguelike, I decided it needed some more adjustments. That process eventually turned into a sequel lol. Some new mobs have been added (removing some to make room for the sprites), some weapons have been rebalanced and a new one added, mechanics that I wanted to add originally made their way in too. Sounds and music (created using WaveBots, a chiptune music generator) have been updated, and a slightly different skin has been applied. It's not much, but it does get harder a bit faster. :)
Controls
Control Boomguy with the keyboard or a controller.
Keyboard Controls:
Arrow Keys - Move Boomguy, Aim Shot

Readme !!
There's more information down below, but as this is now a resource on the lexaloffle website, I thought I'd add some extras.
This cartridge is just a viewer for the Github Wiki, run by myself and impossible without the community that's supported me; it wouldn't be here without you all.
There is another viewer, Inuwiki, another picotron cartridge; this one made by @HowfWuff, as of writing this with less features (like auto-updating), but a windowed and very clean UI!
You may find a better viewing experience through the web wiki viewer or the Github repository itself
In the future, I'll be updating this cartridge & the web version to be much, much better.
List of front ends:
- (this cart)
- Github Repository

Clear out reds by crashing into blues until a green appears.
Pure arcade, not much puzzle here. Had a great time using the sprite sheet for decadent things since most of the game tiles fit into the first 16 sprite slots. Audio was tricky but I mostly got away with it (I think)
UPDATE: fixed a bug where trail and armed bombs could carry over to a restart
UPDATE: fixed screen-fill softlock and added option to control ship with player 2 inputs (nicer on keyboards with bad arrow keys)

I've never had this happen before, but I downloaded 0.2.2b and it just won't launch from either an installed version or standalone on Windows 10. I've tried restarting and running it as an administrator… Nothing happens. Is this a known issue?
I don't remember what version I used last on Windows because I switched to Linux for a bit.

I want to keep working on my racing game, Sally's Star Racers, and I want to have a "dev" branch where I and others can try playing it online. Rather than pushing a million updates to the "finished" post, I plan to do lots of little updates here, then eventually push a new version to the finished post once it is ready.
UPDATES
New feature - Zippers
- only implemented on Fast Fields right now. These are boost pads that give you a burst of speed when you drive over them.
-
Changes:
- Lots of code restructuring to better differentiate between three states: driving (gas held down), braking (no gas or directions), and drifting (no gas but steering).

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).








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