Been working on this for a while, so i thought it'd be a good idea to post a prototype to try and get some feedback before i try to make this into a complete game (especially because i'm getting dangerously close to every single limit). Any feedback is greatly appreciated :)
Dropkicks Inc.
is (supposed to be) a messy, movement focused platformer-fighter about utilising your environment. In a world where large machines are more common than people, you and your team soon find job opportunities in personally stopping malfunctioning ones before they cause more trouble ... usually for shady companies who for some reason don't want to deal with the authorities.
Features janky physics, UFOs and explosive homing missles.

Pico Pong
by akadirtyharold
a green programmer
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You all know the game.
This is my first 'finished' cart. I have a bunch of other carts that I've made while learning different things inside of Pico-8. This is a cart where I can put some of that newfound knowledge into something playable, and make my first checkmark on the 20 Games Challenge. It is by no means perfect, but I'm happy with how it turned out as I progress through my learning.
Controls
⬆️ & ⬇️ to move the left player paddle
Objective
Be the first to five points. A pop-up will appear and the cart will reset to the beginning
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Thanks for checking it out! More to come!
Thank you to Nerdy Teachers, Space Cat, Lazy Devs and all of the smaller knowledge outlets.

Play Moss Moss to moss the world and find secrets.
C to Jump, X to Dash (go faster!)
Play on itch.io
My other games are here
Release Notes
Resources: Map & Speedruns (Spoilers)


A bluffing game for one player. Two dice, one cup, and a face that's watching you.
The Game
MIA is the classic German pub game "Mäxchen" (Liar's Dice). Roll two dice under a cup. Peek. Then claim what you rolled – or lie about it. Your opponent does the same. Claims must go up. Call "Liar!" to reveal, or believe and roll next.
The highest roll is 21 – MIA. If someone claims Mia and you believe it, you lose 2 lives. Catch a liar? They lose. Get caught? You lose. Last one standing wins.
Simple rules. Deep bluffing.
Three Opponents
Hot Mia – Easy
"She can't hide her feelings."
Nervous and expressive. She sweats, blinks fast, looks away when she's lying. She can't read your playstyle. A good place to start – learn the tells, find your rhythm.
Cold Mia – Hard
"Ice cold. Reads you."
Near-total poker face. She almost never shows nervousness – maybe one in ten lies slips through. Don't bother reading her face. She's reading yours instead: hesitate too long and her suspicion rises. Play fast and she reads confidence. And she counts – the longer a rally goes, the more she doubts. She knows that after five back-and-forth claims, the odds of truth shrink. Cold doesn't feel. Cold calculates.

I made a simple top-down engine, though there isn't much (any :P) content as I am running low on tokens D:
I am not sure if a game can actually be made with this due to the token limit, so I might have to continue on the picotron instead, but I would appreciate any advice on getting more content to fit.
I think a game would fit in the token limit without the editor part, but it would be really annoying to use multiple carts, so I might instead patch the binary with a higher limit during development and strip out the editor at the end so that it works in normal pico-8 — but that's kind of sad as I think it's cool to be able to play with the editor :(
The sword can cut bushes but it has no animation yet, as I have less than 100 tokens now and need to solve that first...
My first game! Its crap! Just learning how to code in pico 8, made it in like a couple hours if that!
I work on a Brotato clone called Fritato.
You are a bag of fries in hell, everything is weird.
Find our yourself...
If you like it, let me know what is your max round and feel free to leave hints (especially about the balancing)
UPDATE 2:
Updated Fritato, with new setting, more weapons, more items, a boss and a special weapon.
UPDATE 3:
Particle effects, bug fixes, token efficiency, Fritto is jumping now instead of walking
UPDATE 4:
Game ends after round 40, every 10th round a boss spawn, new item beer unlocks special ability. Map changes after each boss
UPDATE 5:
Bug fixes, more token efficiency strategies applied, introduced three difficulty modes, added the UZI, added 3 flavors (mayo, ketchup and special)
UPDATE 6:
4 Maps, more sprites and gfx, more items, balancing, sniper rifle laser pointer, bug fixes
UPDATE 7:
Mostly balancing

What is it about?
This game is a small roguelike where you have to open chests to become strong enough to defeat the boss. A roguelike is a type of game where, when you die, you have to start everything from the beginning. However, each time you restart, the map is different.
Controls
- Use the arrow keys to move
- Press Z to shoot enemies
- Press X to teleport to the location where the orange character was
About Me
I'm a beginner developer, and this project is my first big one.
If you find any bugs or if you have any suggestions to improve my code, please write them in the comment section.
Enjoy
Previous Version
version 1.0:[hidden]

In the latest version of Picotron (v0.2.2b), the include keyword does not work correctly.
If I create a new cartridge with two .lua files, main.lua and effects.lua, and call include "effects.lua" from main.lua, I receive the following error: could not load effects.lua
Example main.lua:
include "effects.lua"
function _draw()
cls(0)
map(0)
end
If I perform the exact same steps in version 0.2.0, everything works correctly.
This bug is critical because it prevents the use of multiple Lua files within a cartridge.
I believe the issue may be more widespread and could affect all commands that rely on file paths (i am using an absolute path to make it works), such as:
local mymap = fetch("/t.p64/map/0.map")[1].bmp
memmap(mymap, 0x100000)

I’m using a Raspberry Pi and trying to upload my PICO-8 game to itch.io, but it won’t work. The page loads the title, then goes to a black screen. In the browser console I get errors like “failed to load resources” and status 403.
Here’s what I’ve tried:
- Exported using
export index.html - Made sure the files are named
index.htmlandindex.js - Re-exported multiple times
- Created new ZIP files using the terminal (
zip -X) - Confirmed the files are not inside a folder in the ZIP
- Enabled “This file will be played in the browser” on itch.io
- Checked case-sensitive file names
- Tested different zipping methods
It still won’t load. I’m not sure if this is a Raspberry Pi issue, an export issue, or something with itch.io settings. If anyone has successfully uploaded from a Pi, I’d really appreciate advice.

I was browsing random carts the other day and chanced upon kittenm4ster's King's Quest. I expected it to be a Roberta Williams King (Graham)'s Quest de/remake, but it turned out to be an entirely different king's quest! It also had a nice vibe / attitude and a rather unexpected solution to the main quest line, which I thought was just sick! All in all I felt very inspired and decided that I had to make my own contribution to the "games that seem to be a Roberta Williams King's Quest-make but then turn out to be about an unexpected other king (but a KQ-like interactive story anyway) with elements that are medium aware in a sort of meta way"-genre!
So in this King's Quest we get the opportunity to help another king, and enjoy good old menu based puzzle solving, sorta, while also experiencing ROCK MUSIC, cars, animated trees, well-dwellers, abundant alcohol intake, and last but not least a Weird Thing Behind a Large Sign!

I'd been doing some experimenting to try and force poor PICO-8 to be "double-wide" as I'm calling it. I got the idea while thinking about the janky wide-screen methods on consoles like the PS2.
By cutting the horizontal sprite resolution in half, you get squished looking half sprites. It looks pretty weird...
But, if you force PICO-8 to run with a stretched window size that is a multiple of 256x128 pixels (using the command-line parameters) you get this!
It even works on exported carts as well. Neat!
But at what cost?:
- Half the sprite resolution which could make art more challenging.
- Having to use
SSPR()to draw EVERY sprite and tile, since one sprite becomes two half-sprites. - Requires a custom map system to place tiles on a 4x8 grid.
- External commands required for the game to look "correct".
I think it's a valid method, but I'd like to hear what you folks think about it.

Description
All customers have two sides, two colors.
In this game make some money by serving the customer.
Watch out, if you don't serve the milk, water, coffee, or wine, you will suffer his wrath. Dodge his angriness and continue to serve him.
A game where you have to do your job, no matter the cost.
Controls
Left/Right/Up/Down (arrow): Run
X: Interact
C: Cancel interaction
Enter/P: Pause game
Credits
SLMB's Games (myself), I did this a while back for a gamejam but never uploaded it.







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