Added a really nice debug window from @CannonTheWildWulf
Hopefuly This can kinda give a nicer visual to show how the ECS is handling component data per entity, and caching the archetypes in the entity systems for theoretically better performance. Although everything is still stored in lua tables(hashmaps) so who know how much the cache really helps? :\
LAST RELAY
A radio exploration game about listening to the end of everything.
You are a relay technician on a remote moon. Your job is simple: maintain the signal towers that connect the colonies.
The towers have stopped responding.
Drive your rover across the barren surface. Tune your radio. Find the towers. Download their final transmissions.
Piece together what happened while you were out here alone.
Every signal you find is a fragment. Every fragment is a warning.
- Navigate by signal strength, not by map
- 7 relay towers, each carrying the last words of a dying network
- A story told in fragments, discovered in whatever order you choose
- No combat. No timer. Just you, the static, and the silence between signals.
Plays in 15-25 minutes.
The signal ends here.
A tiny Toejam & Earl animation, with bonus beats.
Program & art by Marc Beaudette.
Toejam & Earl copyright Greg Johnson.
I've been tinkering with a Gameboy demake of TJ&E, and wanted to see how they'd look in the Pico palette, which quickly lead to this. A tiny tribute to one of my favorite games (and my first foray into coding with Lua / Pico-8).
CONTROLS:
Arrow keys - Move
Z / 🅾️ - (In menus) Confirm / (In dungeon) SP Burst attack
X / ❎ - Open inventory / Exit dialogue
PLAZA:
Every 5 floors you return to this sanctuary to rest and trade.
S (Smith) - Increase your ATK.
A (Armour) - Increase your DEF.
H (Herbalist) - Increase your Max HP.
M (Merchant) - Buy Potions (heal HP) or Scrolls (restore SP).
& (Priest) - Pay orbs to restore HP or SP for both you and Shadow. If Shadow falls, revive her here.
B (Bank) - Secure your orbs for future runs.
~ (Fountain) - A free full restoration for both heroes. Only 3 uses per playthrough!

Cauldron Drop — a precision platformer. 24 rooms across 3 acts.
The surface is quiet. Grass moves in the wind. They call it the cauldron — deep beneath this land. No one knows who built it. Only that something below is still active.
Tighten the straps. If the answers are down there, you will reach them.
Controls
⬅️➡️ Move
🅾️ Jump (hold for higher)
❎ Dash
Mechanics
- Directional dash — ⬅️/➡️ + ❎ (recharges over time)
- Air jump — 🅾️ in midair (recharges on ground)
- Wall grab — hold toward a wall
- Wall jump — 🅾️ while on a wall
- Collectables in every room for 100% completion

Soar through the air and slalom between pylons, but watch out for trees and hot air balloons!
This is a partial remake of Bob Whitehead's Sky Jinks for the Atari VCS.
How to Play
Slalom past 25 pylons as quickly as possible.
You MUST pass red pylons on the right and blue pylons on the left.
Passing a pylon on the wrong side does not count!
Can you pass ALL of the pylons correctly and record a fast time?
My personal best for Level 1 is 0:26.93.
Random mode is also included. In this version, the game keeps going until you pass 25 pylons correctly! How long will it take you?
Controls
- Left/Right to bank left or right

Hey everyone 👋
This is a small stealth platformer about timing, patience, and learning patterns.
This is my first game. I had never coded before starting this project. I just wanted to learn, experiment, and most importantly, finish something.
If you take a few minutes to try it, thank you. Any feedback is welcome.
The game takes around 2-4 minutes to complete.
If you complete the game, feel free to share a screenshot of your win screen or stats. I'd love to see how you did.
About the Game
Your goal is simple: move carefully, avoid the guards, and reach the exit.
Look closely. Some spaces offer protection.
Core Elements:
- Minimal mechanics
- Tight movement
- Short, focused experience
- A small but satisfying victory moment
It's not a big game, but it's a finished one.
Controls
Keyboard or controller supported.
Move → ⬅️➡️ Arrow keys or joystick
Hide / Select → 🅾️ (Z key or A button)

Pop'n Music for PICO-8
A procedural rhythm game inspired by Pop'n Music / DDR. Every playthrough generates unique music and a note chart synced to the melody — no two games are the same.
How to Play
Hit the falling notes as they reach the target zone at the bottom of the screen.
| Lane | Key | Color |
|---|---|---|
< Left |
⬅️ | Red |
v Down |
⬇️ | Blue |
^ Up |
⬆️ | Green |
> Right |
➡️ | Yellow |
Press O or X to navigate menus.
Timing Ratings
- Perfect — within 3px of the target (300 pts + particles)
- Great — within 6px (200 pts)
- OK — within 10px (100 pts)

I noticed that you could make interactable wallpapers, and that gave me an idea: make a wallpaper that's also a game!
Help Captain Cursor collect coins before the giant bouncing smiley face hugs him to death!
Updates
1.1: The face never bounces at a completely horizontal/vertical angle, and its speed maxes out at 30 px/frame instead of 20.
1.2: Added coins. The smiley face changes direction when you die to it. The smiley's speed is based on how many coins you have rather than how long you've survived.
1.2.1: The coins can never spawn in locations where they're completely obscured by the text.

For generations, the people of your land have lived in fear of the return of the ancient dragon, Umbris. It was foretold that one day, Umbris would reappear to exact its revenge upon the descendants of those who defeated it once before.
That day has come. Umbris has burned villages, slaughtered innocents, and ravaged the fertile lands of your people. The King has called upon his bannermen to send their bravest. Take up arms and scale the tower to defeat Umbris and his minions, or be consumed by the halls of hell that await you.

Cube3D
Ever wished you had a bunch of slowly moving Cubes
Taking 19% of your Picotron CPU while idle?
I've Got Just The Thing For You!
What you see is what you get.
Move your mouse around and enjoy the cubes slowly trying to reach your cursor!
So close yet so far. One must imagine the cube happy
You can play around with it. hopefully it is not too much of a pain to edit.
Make it flat, break it, it is yours to enjoy.
CREDIT to Werxzy for his Trifill function.
You Reap What You Sow
A simple farming game, grow your pumpkins and see how long you can last.
Progress the day to grow your seeds, buy and sell at the stores in the small town to the right. Manage your time and energy to raise your revenue as high as you can.
X - Progress day at Red door, collect water at well, plant, water, harvest, buy, sell.
New features planned for down the line include NPCs (with maybe a little bit of romance sprinkled in) and a new secondary farm to the right side of the town
Based on Spacecat's Simple Farming Game 2025 version

Just a silly little shmup for the love of my life, based on a recurring conversation we have about the zombie apocalypse. Happy Valentine's Day, Michael.
Controls
- Arrow keys to move
xto shoot zombies
Rules
Michael (blue penguin) wants to kill zombies. You are Michael. Julia (pink penguin) wants to get eaten by zombies. Don't let Julia get eaten! Michael has four lives. Julia has one.
Credits
I've never made a game before, so I made good use of Krystman's shmup tutorial. Initial inspiration came from Juniper Dev's great video on tiny games.






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