libBtnState is a small library that works around inputs getting dropped when the framerate drops below 60 FPS. But it also has several goodies designed to make life easier.
- Object-oriented, so you can have multiple copies of state
- You decide when input is updated
- Simple button remapping
- Ability to get whether a button was recently pressed (within N frames), and then mark it as held (for things like buffering jump presses)
- Ability to get whether a button was recently pressed without auto-repeat
Basic usage:
include "src/lib/require.lua"
local BtnState = require("libbtnstate")
local btn_state = BtnState:new()
local is_pressed = false
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Little clone I want to try making of The Binding Of Isaac by Edmund McMillen!
Move: ESDF
Shoot: Arrow keys
This is super early and has barely any gameplay :p
The year is 2115. The Koh-i-Noor diamond collects dust in the Tower of London, starry, stolen vestige of the rapacious British Empire. We are taking it back.
Lion's Diamond is a stealth game where the plan counts for as much the execution.
Background
This is a PICO-8 game made between 26th Jan 2026 and 16th Feb 2026.
FAQ
Q: I'm pressing the "echo" button, what am I looking at?
A: Lion's Diamond is set in a tower made of many floors. The echo ability shows you a slice of the floor below you using echo-location. This is useful for making a plan before you enter the floor!
Q: Ok, I've got "echo" figured out, but what does "drill" do?

Zombies Ate My Landlord is a fast-paced Pico-8 arcade game inspired by retro classics. Dodge relentless zombies in maze-like apartment blocks, rescue trapped tenants, and make the most of limited weapons and power-ups to stay alive.
Survive 16 handcrafted stages and face the giant zombified Landlord in a climatic final showdown.

日本語の記事はこちら
https://bitchunk.fanbox.cc/posts/11411583
Update content
https://bitchunk.itch.io/pelogen2
Common to all screens (3D model related)
-
Light sources are now previewed as objects. (Previously, they were pseudo-perspective.)
-
UV/Texture
- UV correction has been adjusted to prevent textures from spilling over.
It's still not perfect. - Fixed a texture reference bug that occurred when cell coordinates were not power multiples (1, 2, 4, 8...) in UV settings.
(Left-facing references are still a bit tricky. You'll need to get the hang of it.)
- UV correction has been adjusted to prevent textures from spilling over.
-
Adjusted the hidden area on the Z axis (areas that disappear in the foreground and background).
- The display state of the 3D model is no longer reset each time model data is loaded.
- Adjusted the scale.
- The overall reference value
- Generated 3D model object
- 3D model object in the file window
Blocky Bandit
Blocky Bandit is a short, turn-based puzzle game with enemies reminiscent of chess pieces. The player must avoid the enemies with the help of blocks to hide behind, and mines to deal with them permanently.
This is my first full-fledged pico8 game. Two worlds of ten short puzzles are on offer as of now, I would throw in much more, were it not for the token cap. Still, happy with what I was able to get away with.

I'm running Debian Trixie (without a desktop GUI) on a raspberry pi zero 2w. Currently using pico8_dyn from the raspberry version of PICO-8 (I think the normal version needs a desktop?).
I am trying to get it to where I can switch to another tty or tmux window while I am running PICO-8 so I can tail my log file where I printh() to.
However it seems like PICO-8 intercepts all keyboard shortcuts. So I can't ctrl-alt-F2 or ctrl-b + 1 while running PICO-8. I tried it with windowed mode set to 0 and 1. Also tried reconfiguring tmux shortcuts. Any ideas on how I can get this to work?
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.






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