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Cart #icecreamshop-0 | 2026-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

My very first game, I hope you enjoy.

I always wanted to make a "Make your Ice cream" game for years, but never had the chance. But now here we are.

How to play:
You will figure it out.

This game is still in development.

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1 comment


Cart #maevegarden-1 | 2026-02-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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My first game. Just walk around and plant flowers.

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4 comments


Cart #lostcats-2 | 2026-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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It's a happier paper-pushing job than the one in Papers, Please: finding homes for lost cats!

Version History

Version 0.0.2

  • added undo functionality
  • added new sounds
  • fixed looping buzz sound

Version 0.0.3

  • switch to 60 fps
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9 comments


Okay, so I'm pretty sure you use

load("cart")

for multicart to load a game inside the code, but how does this work on the bbs? Do I have to post all of the carts that I load in the thread? And if so, is there a way I can hide the loaded carts from access?

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Hello everybody!

I would like to ask for some advice.

I'm very new to pico-8 (and programming), I have an idea for a part of my game but I am unsure how to execute it, if anyone knows how it'd be really appreciated!

Basically, my goal is to have (under the map?) like a background of water, I've drawn a 2X2 (16pX16p) tile for how I want it to look, but im confused on how to code it to spawn underneath the general map like filling the whole thing under it to fill in the gaps of the map that I leave empty. I know I can technically do spr a bunch of times before the map is drawn but I feel like that is way too many tokens and perhaps not gonna help me learn lol?

If possible I want to keep this separate to being drawn on the map because in the future I'd love to make it manipulate in some way, perhaps like a slight warp to simulate how water moves a bit but I think that is way out of my league for now lol.

Thank you everybody and I hope to join your lovely community!

5 comments


Cart #evefarming-0 | 2026-02-09 | Code ▽ | Embed ▽ | No License
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2 comments


math.huge is serialized to inf with pod(), which breaks unpod()

data = pod({a=math.huge})
print(data)
data2 = unpod(data)
print(data2)

output

{a=inf}
[nil]

data2 should be a table.

I noticed this when using store() to save a game file and the podtree.p64 app wouldn't load the data correctly.

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0 comments


Cart #petal_to_the_metal-0 | 2026-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Play as a modified flower pot equipped with wheels and a jet engine! Move and bounce off the walls to collect water and stay in the sun. Survive for long enough to level up and let your flower grow taller!

Little game with one ending, had a lot of fun creating the audio and visual identity for the game. My first completed Pico-8 game on the BBS!

Controls

  • Press 🅾️/Z to move slowly
  • Press ❎/X to move faster
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16 comments


Cart #digukuboka-0 | 2026-02-08 | Code ▽ | Embed ▽ | No License
12

How to play: Arrow keys to move, square button to whack!

After a long while spent procrastinating/thinking about what kind of game to make, I chanced upon some art assets that I figured would make a perfect base for a small game.

The game is a variant of whack a mole, called Whack-A-Monster. As it turns out, though, Whack-A-Sort-Of-Humanoid, would probably be a better description. It is all based on a mini game included in the Medieval Carnival art package by Krishna Palacio. I had to de/re-make the palette a lot to fit with pico8's less varied color options.

An interesting thing is that I tried NOT to make the scene framework very generic, but kind of hard coded wrt the scenes and different entities. This approach seemed nice after a bit of initial coding I did in the pico8 default editor, where I felt it was tedious to do "architectural" changes due to the tiny screen. However after a while I really regretted this and if I ever make another cart I'll try to make everything modular and un-knowing of everything else. The code is something of a big orgy of global variables.

[ Continue Reading.. ]

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2 comments


Cart #woop-0 | 2026-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Woop

Controls:

  • Arrow keys to move
  • X to dash
  • C to aim
  • Get all computers online

Lore:

You were sent to isolation in a lab, and the only way out is with the computers. You need to connect to the internet so you can be safe. Good luck on your mission!

About:

This game was made for the micro-jam 53. I had a blast making it, and I hope you have fun playing the game. Good luck :)

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8 comments


Cart #skyrrow-4 | 2026-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

I made my first game!

I will admit i dont have much knowledge in Pico 8. but its a alright game id say!

:D

GAME INSTRUCTIONS CUZ THE BUILT IN ONES DONT SAY ENOUGH

touch cloud = die

touch heart = win

find the heart at the BOTTOM RIGHT corner.
(fyi you start in the top left)

THE CLOUDS CAN SOMETIMES SPAWN BELOW PLAYER, JS RESTART :D

changelog

v1.0 - release
v1.1 - map boundary added, thanks to thePixelXb_ for finding that :D
v1.2 - outlines to clouds and heart sprites

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2 comments


Cart #kp_petproto-2 | 2026-02-08 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a very rudimentary prototype for a virtual pet game. You can feed the pet by giving it apples.

The food bar decreases by 1 unit every real world minute and fully depletes in about 2.5 days. This should remain consistent even when the game is closed (this was the goal of the prototype).

I can't say if I'll work on this more, but I wanted to showcase it regardless.

0 comments


Heavily inspired by PowerQuest, I wanted something similar in Picotron to help build point and click style games. The code is very ugly, but it works. It can currently parse two types of commands from a flat script.txt file: Dialog and Actions (walkToPoint).

It uses Lua patterns to match parts of the text on each line. I plan on adding more features such as:

  • other action types (Pick up, Talk to, etc.)
  • simple scripting
  • inventory management
  • ...etc?

The current issue: When a Player character moves to a position, it doesn't release the hold and they can't move from there until the next line. Will ponder ways to address this.

Any suggestions on code clean up / refactoring is welcome.

Cart #lastgoodscript-5 | 2026-03-04 | Embed ▽ | License: CC4-BY-NC-SA
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10 comments


Cart #bit_crunch-3 | 2026-02-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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BitCrunch!

The puzzle game where you apply bit masks to clear the onslaught of wild bits!

by sfrance and Augie745

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2 comments


Hello!
Anna: Chromatic is a work-in-progress mini-Metroidvania with a colour-based combat system. Play solo with an AI companion or team up with a friend in local 2-player co-op for fast-paced, action-oriented gameplay.

Cart #anna_chromatic-2 | 2026-02-17 | Code ▽ | Embed ▽ | No License
7

The core mechanic revolves around colour matching: Player 1 (red) and Player 2 (blue) must work together to take down color-coded enemies. Blue enemies pursue the blue player on sight, while red enemies hunt down the red player. Your projectiles deal much more damage to opposite-coloured foes (encouraging tactical positioning and teamwork).
Navigate interconnected environments, unlock new items and areas, and master the combat system as you progress through this cooperative mini-Metroidvania.

[ Continue Reading.. ]

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2 comments


Cart #crazycarz-0 | 2026-02-07 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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crazy carz

by kevin zhang

crazy carz is an arcade-style racer where you are (for some reason) driving into oncoming traffic on the highway. avoid obstacles like cars, trucks, oil spills, and even some strange things like chickens and aliens. collect coins to increase your score

controls

arrow keys to move
Z to toot the horn

about

this is my first ever pico-8 game. i made it over the course of a weekend. there are some things i'd like to iron out further (e.g. collision detection, some additional features) but i'm going to leave that for another day. thanks for playing!

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3 comments


Cart #picosays-6 | 2026-02-10 | Code ▽ | Embed ▽ | No License

This is my creation so far for a Simon-Says-like game.
Not free of errors or bad timing yet.

10.02.2026: Visual changes for non-highlighted tiles. When guessing, highlight switches of when unpressing button (except for the last guess in that turn).

0 comments


Cart #sawidbomo-0 | 2026-02-07 | Code ▽ | Embed ▽ | No License
3

Hello! This is a work in progress game called Wizard Duel. I’m calling it a micro RTS autobattler with roguelite elements.

Micro because a full run takes less than 30 minutes.
RTS because you choose where to summon monsters and can kind of control how they move.
Autobattler because the monsters clash and do the fighting themselves.
Roguelite because every run can play out a little differently.

I wanted to make a game I’ve always wanted to play, and so far it’s turning out great.

Right now, getting past level 12 is basically a win. You can keep playing after that if you want, but you won’t get any more items.

Every 2 levels you get an item that can change up your playstyle. There are 7 items right now, and I’m planning to add more.

The game itself is pretty simple. You pick a wizard, summon monsters, and sometimes cast spells to beat an evil wizard who gets stronger as the game goes on.

There are currently 4 playable wizards, each with different summons.

I have a small programming background, but this is the first game I’ve ever made. It’s also my first time using Lua.
I’m still learning pixel art and I’m not amazing at it yet.
I’ve never made music before either, but I think it turned out okay for a first try.

I’d love feedback on anything, balance, bugs, or even tutorials or resources I could learn from.

There is a known bug around floor 16 where the dark wizard summons nonstop and wipes you out.

Right now I’m working on adding more items. Ideally I’d like to reach 20, but I might stop at 10 for now.
I also want to rework the AI to make it more challenging as the game goes on.
And maybe add more playable wizards too.

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1 comment


Cart #hexagontutorial-17 | 2026-02-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
15

Version 0.6 Final

100% working game, this will not change unless someone posts a bug.
4300 tokens to play with.
Romans vs Barbarians if you want to use it.

I was experimenting with a hex-grid setup and ended up with this small prototype. It started as hex movement + range highlighting, and it’s now grown into a simple “tactics loop” with turns, teams, stages, and a basic AI.

This is still meant to be read slowly and edited. If there’s anything you’d like to see added or explored further, feel free to suggest it.

Tech stuff


What this example does

This project:

Draws a map made of hex tiles

Lets you move a cursor around the map with smooth camera scrolling

Selects a unit and highlights reachable tiles

Previews a path, then moves along it

Supports multiple stages (4 maps stored side-by-side in the sprite sheet)

Spawns different units per stage using easy-to-edit spawn tables

Adds teams + turns (team 1 = player, team 2 = CPU)

Includes a turn menu (list of units + end turn)

Runs a simple CPU movement AI

Ends the stage when one team is eliminated:

Win (team 2 eliminated) → next stage

Lose (team 1 eliminated) → retry

Shows a simple cut scene screen between stages

Displays hover info on units (hp, move, move type, team)

Shows damage pop-up numbers

Recolors units by team (player = red tint, CPU = blue tint)

Displays a stage-aware minimap plus a “team turn” indicator

What is a hex grid?

Most tile-based games use square tiles. This project uses hex tiles instead. A hex tile has six neighbors instead of four.

To make hex tiles line up correctly, every other column is shifted slightly downward. This is why the code checks whether a column number is even or odd. That small shift is what creates the hex pattern.

How the map is created

The map is painted directly in the sprite sheet. Each pixel color represents a different type of terrain.

When the game starts, the code reads those colors and converts them into tile indices. This means you can change the map just by editing the sprite sheet, without changing any code.

Stages (4 maps)

This version supports 4 stages.

Stage 1 is the first 32×32 map area, and each next stage is stored 32 pixels to the right in the sprite sheet:

Stage 1: map_x = 0

Stage 2: map_x = 32

Stage 3: map_x = 64

Stage 4: map_x = 96

Each stage also has its own spawn list, so you can easily change what units appear on each map.

Terrain and movement

Each terrain type has a movement cost. This cost represents how hard it is to move through that tile.

Sand and grass are easy to move on

Forests slow movement

Mountains slow movement a lot

Water cannot be crossed

When the engine checks where a unit can go, it adds up these costs. If the cost becomes too high, that tile is not reachable.

Units and stats

Units are created from simple type “blueprints”:

hp / max_hp

atk

move

move_type

team

Each unit copies these values so they can change during play (like taking damage).

Turns and the turn menu

This project uses simple alternating turns:

Team 1 (player)

Team 2 (CPU)

Units can only act once per turn (they become “spent” after moving).

Press ❎ to open the turn menu:

It lists all units on the current team

Units that already acted are shown in gray

Selecting a unit jumps the cursor to that unit

“End turn” is at the bottom

CPU AI (simple on purpose)

The CPU is intentionally basic:

It moves one unit at a time

It tries to move toward the nearest player unit

It avoids moving onto occupied tiles

It ends its turn automatically when all CPU units have acted

This is meant to be readable and easy to modify.

Combat (minimal)

Combat is intentionally simple:

When a unit finishes moving, if an enemy is adjacent, it attacks once

Damage is based on the attacker’s atk

Units are removed when HP reaches 0

Damage numbers pop up briefly when hits happen.

Stage resolution and cut scenes

A stage ends when one team has no units left:

If team 2 has no units → win → next stage

If team 1 has no units → lose → retry the same stage

When a stage ends, the engine switches _update and _draw to a cut scene mode, which makes it easy to edit the between-stage text.

The minimap

The minimap shows the currently loaded stage (not always stage 1). A pixel shows where the cursor is.

Under the minimap, it also prints which team’s turn it is.

Why this example exists

This project is not meant to be advanced or perfect. It exists to explain ideas in a clear and friendly way.

The best way to learn from it is to change small things and see what happens:

Edit unit stats

Change stage spawns

Adjust terrain costs

Try different AI behavior

Add objectives or counterattacks

[ Continue Reading.. ]

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13 comments


Hello World!

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