Search the dig site for the 9 treasures hidden in the ground, but be careful not to hit any mines when you dig. If you do hit a mine, it will explode and your digging equipment will break, ending your game (don't worry, the mousy Treasure Hunter is unharmed).
When you dig up an empty square, you reveal two numbers.
The smaller green number shows the number of treasures in the same row or column.
The larger red number shows the number of mines in the nearest 8 squares, working just like conventional minesweeper.
Use these numbers as hints to figure out where the treasures and mines are hidden!

-- PV Exploration Game v2.0 (PICO-8)
-- Fully functional tablet
-- Player: Star the cat
-- 10 species, day/night, glow, camera/journal UI
-- SETTINGS
player={x=64,y=64,speed=1}
scene="tent" -- tent / pv / earth
tablet_open=false
pv_glow=0
day_timer=0
night=false
day_length=120
night_length=60
-- species list
species={
{name="Gago", x=80, y=40, color=7, observed=false, sound=false},
{name="Mistfin", x=30, y=80, color=12, observed=false, sound="chirp"},
{name="Pebblit", x=100, y=100, color=8, observed=false, sound=false, fed=false},
{name="Luma Sprout", x=20, y=20, color=10, observed=false, sound=false},
{name="Drift Hopper", x=60, y=30, color=9, observed=false, sound=false},
{name="Hollow Grazer", x=90, y=60, color=5, observed=false, sound=false},
{name="Veilwing", x=50, y=90, color=6, observed=false, sound=false},
{name="Mossling", x=15, y=70, color=11, observed=false, sound="squeak"},

Bertrand doit sauver le show ! Le concert de Jessica commence dans 15 secondes et son jumbé a décidé de faire des siennes en se téléportant partout sur scène.
Comment jouer :
Utilise les flèches pour déplacer Bertrand.
Attrape le jumbé avant la fin du chrono !
Evite les obstacles pour ne pas rendre Jessica triste.
Un petit jeu d'action rapide avec des sons générés par code et une ambiance festive.
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)






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