controls
x to jump
arrow left / right to move
rules
Erik overslept and missed his crew’s departure this morning. Now they’ve set sail without him—taking his ship along for the raid. But Erik’s crew isn’t the only one out on the open sea. Help Erik launch his own daring journey into uncharted waters. Leap from ship to ship and begin your adventure.
behind the scenes
This is the first more or less complet game I’ve built on my own. It was a huge challenge—but also a ton of fun—especially since I’m not a professional programmer. I have a pretty demanding day job, so everything I learned for this project, I taught myself along the way. Most of it came from tutorials, lots of trial and error, and a fair amount of late-night experimenting.
I’ll be honest—AI helped me understand a few mechanics (like one-way moving platforms), but every line of code in the game was written by me.
The game is still a work in progress, and I’m not sure yet how far I’ll take it. Maybe I’ll keep expanding it, maybe I’ll move on to new ideas and try different things to keep learning. Either way, this project was about pushing myself and actually finishing something—and I’m really proud of that.
I’d absolutely love your feedback. If you have ideas, improvements, or wild suggestions for future updates, I’m all ears.
credits
to the tutorials from nerdy teachers, space cat and of course lazy devs :)
to enzofr_ on discord for givning me some hints and helpful advise
to ellitk for the fixes and MaxOsirus (u/MaxOsirus on reddit) for the hints
update 2026 04 03: player killing smoother
update 2026 04 02: jumps limited, landing on ship is more difficult, also fixed some minor issues
update 2026 02 09: game loop added, ships size and bouncing, also fixed some minor issues

Hi everyone, I made my first game
It's a clone of an old popular puzzle game called Drop7 as an exercise to get started with game development
The code is messy and the game is not the best of the best of course, but I'm satisfied with the result
(There's a bug where sometimes an extra ball is dropped when you drop a ball, and it doesn't check for explosions after a new row comes up)
Hope you like it

Update
- Added new Mansion layout for difficulty 9
- Updated HUD
-
Minor bug fixes
- Added title screen music, courtesy of @mazmystic
- Furniture added randomly per playthrough
- Random "mysteriously lit fireplaces" (an excuse to reuse the light mask lol)
I remade one of my favorite games from when I was a kid, Haunted House for the Atari 2600. I still have quite a bit of polish to add (music, some sounds, minor enemy changes, etc) and juice it up a bit, but this is in a very playable state. Any feedback, tips or advice would be greatly appreciated. If you've never played Haunted House before, it was a bit different from your average Atari arcade port. Your goal is to enter the abandoned Graves' mansion, find the three pieces of the urn and make your way back to the entrance to escape. The house is dark (walls are seen on lower difficulties, but there's complete darkness on higher ones) and matches have to be lit to see your surroundings. The player can also pick up a magic scepter that causes enemies to ignore you and a key to unlock doors on higher difficulties. Enemies roam the house and will "scare you to death" when they find you. The player has nine lives to complete the game. Scoring is how few matches you took and how many lives you had left. Controls are simple, the arrow keys or D-pad on a controller move the player. X lights a match, Z drops your currently held item as you can only hold one at time.

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






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