bloodylegs ps.png[/img]
Terminate,
Destroy,
Conquer.
The aliens (TDC) have come down to earth to take over, and you are one of them, but your legs have been crushed in battel, thus you must wait for help to arrive, while in the mean time, you can destroy the military.
--Controls:
-press X and hold either the left or up arrow buttons to shoot horizontally or vertically upward.
--Credits:
-Tre Shackleton
--You can support me on itch.io by:
-donating
-following me

Sorcery Scramble (Version 1.0)
Controls
- D Pad ~ Move Character / Navigate Menu
- X Button ~ Dash (consumes 1 dash potion and makes you invincible for a bit)
- O Button ~ Confirm Menu Selection
Pick From 1 Of 4 Magical Characters!
Do The Sorcery Scramble!
- Dodge fireballs to stay alive
- Drink dash potions to teleport and become invincible for a bit
- Gather hearts to gain more lives
- Gather coins to spend at Rondo's Rat Shop
Visit Rondo's Rat Shop!
- A shop run by Rondo The Rat

Cozy Space Trucking
Welcome back to the Zeta Sector! Make a living by hauling goods, mining asteroids or delivering food in this PICOTRON remake of my cozy space trucking PICO-8 game Hauler. There are no enemies, no time limits and no survival mechanics. Just you and your cargo. And maybe a co-pawlet. Now in a stunning 16:9 ratio!
Just like its predecessor, you can finish this game, but it's optional. The main focus of the game is the joy of space trucking.
What you can do
- Docking at stations to accept jobs.
- Fuel scoop at stars.
- Collect salvage or mine resources to sell.
- Scan planets to document the sector.
- Use your friendship drive to jump to other systems.

As part of my ongoing quest to build up PICO-8's library of zero-player games, allow me to present: EscarGoGoGo!!
Ready, set... slow?
Welcome to EscarGoGoGo!!, the zero-player snail racing simulator.
Every 30 seconds or so, a random race is arranged for your viewing pleasure in which ten procedurally-generated snails dash down the track in pursuit of fame and glory. The top three finishers come away with trophies!
Features
- Infinite races: Generate as many random snail sprints as you want, whether you're after a single sitting or a full day at the races.
- (Almost) infinite snails: A variety of colors, behaviors, stats, and names for the snails makes it highly unlikely that any two will ever be the same.
- Massive name database: A huge database of serious and silly names ensures a fresh cast of competitors each race.
- Convenient restart options: New races begin automatically a few seconds after all the participants have crossed the finish line, so you can leave the game running and check back in as you please. If you don't want to wait for all the snails to finish, you can manually start a new race after a winner has been decided.
- Pause feature: Halt the action at any point during (or right before) races to take in the scene, capture a screenshot, step aside for a break, or whatever.
Controls
Being a zero-player game, EscarGoGoGo!! is not controlled by player inputs. However, the following buttons can (re)start or pause the proceedings:
| Action | PICO-8 | Keyboard |
|---|---|---|
| Start game | X | X |
| Begin new race (after a winner is decided) | X | X |
| Pause | O | Z |
Suggestions for multiplayer
EscarGoGoGo!! does not even need one player. That said, there are ways to enjoy it in the company of multiple people.
- Watch games together. Cheer on snails that strike your fancy. Pray for the downfall of those you hate.
- Pause the game at the start of each race to assess the participants, then wager on which one you think will emerge victorious. Throw in guesses about second- or third-place finishes for added complexity.
- Designate each player as the "owner" of one or several lanes, and keep track of how many races they win.
Be sure to dream up your own methods for turning these silly snail races into multiplayer affairs, too!
Etc.
Find Escargogogo!! on Itch

I decided to try to make a theme in picotron. I was sort of inspired by magma and rocks and stuff. Anyway, here's the theme:
In order to get the theme, you'll have to go into the cartridge's contents. Oh, also, for some reason when I click on a picotron window, the little buttons on the bar stay in the dormant window colors until I click on the bar.

I've been working on this silly game about alien abduction. You play the alien.
INSTRUCTIONS..
arrows move the player.
x to beam up Specimens
o to go home.
collecting Moofers adds to energy.
tank shots reduce energy.
always return home before energy runs out or the mission fails.
shield operates when not using the beam and will protect from shots.
games should only last about a minute.. don't take it too seriously
have fun..

Dejitter function
Hey, I was watching a Lazy Devs Youtube video
about player movement and 'cobblestoning' and realised that I had a function that fixed the problem:
function dejitter(x,y,vx,vy) local ix,iy=flr(x),flr(y) local rx,ry=x-ix,y-iy local neg_x = vx<0 local neg_y = vy<0 if(neg_x) vx=-vx; rx=1-rx if(neg_y) vy=-vy; ry=1-ry local flip_xy = vx>vy if flip_xy then rx,ry=ry,rx vx,vy=vy,vx end local cond = rx*vy-ry*vx < 0 local dx=cond and -1 or 0 local dy=0 if(flip_xy)dx,dy=dy,dx if(neg_x) dx=-dx if(neg_y) dy=-dy return ix+dx,iy+dy end |
Now where you write spr(s,x,y) you write instead sx,sy=dejitter(x,y,vx,vy); spr(s,sx,sy) where vx,vy is the velocity of your object.
Notes
Hello,
I’m a long-time retro programming enthusiast currently studying how memory works in PICO-8.
While exploring the Celeste Classic source code I ran into the sprite/map memory overlap (sprites 128–255 sharing space with the extended map), and it quickly became clear that this is one of the most powerful — but least clearly explained — parts of the platform. (pic. included)
There are bits and pieces of information scattered across forums and documentation, but I haven’t been able to find a single deep explanation that covers:
• The exact sprite/map shared memory region
• How map rows 32–63 appear as sprite pixels
• Using sprite pixels as data storage
• How games like Celeste Classic organize rooms in the map
• Advanced tricks developers use to exploit this memory layout
It seems like this topic would make an incredible deep-dive tutorial, especially for developers trying to push the limits of PICO-8.

A little puzzle game I'm working on. Version 1.5
It's inspired by "Kirby's Star Stacker" from the original Gameboy.
I'm playtesting and polishing. I want to add music in the future. Pls give me Feedback :-)
Changelog:
1.5 - added more juice: beach, ui, music, hard drop, more sfx
1.0 - added juice: water animation, scuba diver, gfx and ui work
0.3 - rearranged ui and added sfx
0.2 - added level-system
0.1 - first release

Hello, everyone!
This my first complete game ever. Hope y'all like it!
You control a little cup that wants to get all the fruits that are falling from the sky. They're making a mess on the ground and you'll probably slide on them. The time is ticking! Be careful, as someone is also sending dangerous bombs in your way.
Sometimes, the Fruit Gods shall decide that a specific fruit is bad, and you shouldn't get those.
There are two modes of playing:
- In normal mode, every time you get a fruit you get some extra seconds on the timer, but every time you get a bomb or a bad fruit, time gets deducted.
- In hearts mode, you don't lose time by making mistakes, but you lose hearts. You only have three hearts to lose, but sometimes a Fruit God may have mercy on your soul and give you the chance to get a new one.
Music and graphics by me, using fruit images from Unsplash.
Credits to NerdyTeachers for their fruit drop tutorial, and to Joeb Rogers for the pico-tween easing functions.
Changelog:
- Made it clearer that bombs are dangerous.

Controls
You move with the directional keys. Projectile is shot with O (auto aim). Character ability is executed with X
Progression/Gameplay loop
You spawn in the starting biome and kill enemies to level up. The farther out you walk (in any direction from the spawn) you will encounter new biomes and increasingly stronger enemies. Each 5 levels you will get a significant increase to attack damage, while hp and movement/attack speed increases per level.
Max level is 20. Rogue ability cooldown/duration gets better per level. Mage ability targets 1 more enemy per 2 levels and more damage per 5 levels.
Development
This project was created through an iterative, experimental workflow using an AI coding assistant as a tool for prototyping and implementation.
All gameplay design, art, and music were created by me, with the assistant helping translate ideas into code step by step.
The game evolved from a single procedural prototype into a more complete experience through continuous refinement and expansion.
(Translation: This wasn't made in a single prompt. It took over a week, I had to learn and understand some coding, and all the art and music were made by me.)
Future plans
I might come back and add gear drop if I can figure out some optimization for space. happy with the bullethell roguelike almost rpg adventure action game
Outro
I hope you enjoy the game and have fun playing it!

Hi, this is my first post. I have had Pico-8 for 2 days and this is what I made with the help of the amazing world of the internet! This is a WIP version, so please give me all the feedback you can muster! Thank you and happy pinging!
Bugfix #1 : per @FrayedBlade 's comment, this issue should be fix (atleast I haven't found it anymore, please report it if you do!)
Bugfix #2 v1.2 : Added sounds and music (currently no way to turn it off :P) Also added manipulating the balls vertical speed / direction after contact with the player paddle, if you are holding up or down at the moment the ball hits, you alter it's vertical speed. i.e. if I am holding up and the ball is coming from the top, it will slow it's vertical speed. (Hope that makes sense, basically like it adds spin to the ball)

just a little test for now!!
pretty happy with the code and results! ^_^
some kinks to work out and features i'd like to add, but hope y'all have fun with this!!
let me know if you have any comments or questions!!
❎ to switch mode
⬆️⬇️ to change brush size
⬅️➡️ to change color
(order is R, G, Y, B, M, C, W)

This is HexaX, one of my games created with AI assisted coding, ported to pico8 by Claude Code. It's a very fun game. Hope you enjoy!
Play the 'original' version here: https://hexax.ai-created.com/






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