A nice chill screen saver to relax to after nimbly handling awkward social encounters with local The Cheats. This screensaver is a port of take-a-break.exe from the Strong Bad Email Huttah! (https://homestarrunner.com/sbemails/60-huttah). Loops endlessly, there are no controls.
Testimonial: "Aahhh... so relaxing. Fshhhhhhhhh! Fshhhhhhhhh! Listen to the waves, man. Oh, hello my wingèd friend!" - Strong Bad

Merge your army -> Defend your wall -> Survive the waves !
Bastion Merge is a minimalist strategy game combining merge mechanics and tower defense!
This is my third game released on this fantasy console, after "Missing Jewel" and "Ghost Thief Pico".
Gameplay :
-> Merge your units to upgrade them
-> Defend your bastion against waves of enemies
-> Earn gold and unlock new tiles
-> Optimize your grid to survive as long as possible
Every decision matters: merge now… or wait for a better combination?
My quest to provide more zero-player games for the PICO-8 community continues with... Wunderball!
Zero-Player Drama!
Welcome to Wunderball, a zero-player elimination game with needlessly high stakes. Twelve competitors gather to pass a ball, aiming not to have it in hand when its randomized timer hits zero. If they're caught holding the ball at that point, they're out!
Play continues until one player remains. Then their title defense begins!
Features
- Endless play: Games play to completion without you, and the next round begins automatically after the winner takes a moment to celebrate. Watch games for as long or as little as you want.
- Immense competitor variety: Procedural generation gives random colors, names, throwing styles, holding tendencies, and celebrations to each competitor. Enjoy the emergent personalities!
- Massive name database: A huge database of serious and silly names almost always ensures a fresh cast of competitors each game.
- Effortless rooting interest: Divergent styles and strategies among the competitors makes it easy to find one to cheer on. The winner of the previous game sticks around to defend their crown, so you can root for their continued success or swift ruination.
- Pause feature: Halt the action at any point to take in the scene, capture a screenshot, step aside for a break, or whatever.
Controls
Being a zero-player game, Wunderball is not controlled by player inputs. However, the following buttons can start or pause the proceedings:
| Action | PICO-8 | Keyboard | |
|---|---|---|---|
| Start Game | X | X | |
| Pause Game | O | Z |
Etc.
You can find Wunderball on Itch

Full features:
Gameplay — 5 levels with increasingly complex obstacles: Level 2 has a horizontal wall, Level 3 adds a vertical one, Level 4 has a corner obstacle, and Level 5 is a full-fledged maze. The snake's speed increases with each level (10→8→7→6→5 frames/move).
Audio — Three sound effects: sfx_eat (ascending blip when eating), sfx_die (descending crunch when dying), sfx_lvl (4-note fanfare when leveling up). The background music loops differently for each level using a characteristically changing scale.
Gameboy Visuals — 4 Gameboy-style colors: #0f380f (black), #306230 (dark green), #8bac0f (light green), #9bbc0f (bright yellow-green). All art is from the code: cross-textured walls, snake with tracking eyes, animated food pulses, particles when eating, level transitions with progress bars.
Controls — Arrow keys (desktop) + swipe (mobile). Tap/press Z or Enter to start.
Prompt:
Create a multi-level snake game for pico-8 with sound, music, and art created from code. The color theme is gameboy. (Sonnet 4.6)
Update:
- add/fix background music.
Catch flies with chopsticks and drop them into the cup for points and time.
Avoid wasps — they sting!
Rare cockroaches appear for big rewards.
Classic and Endless modes included.
Local multiplayer supported.
Player 1
Move: Arrow Keys
Catch / Drop: Z, X, or M
Player 2
Move: E, S, D, F
Catch / Drop: Q, W, or TAB
Feedback is welcome!


I've been tidying up a BSP model and rasterisation library that has evolved over some previous projects, and fixing up the texture-mapping code. The result has started to turn into some sort of space sim prototype.
So far there's a space station and a small fleet of ships nearby that you can shoot at (but not destroy).
There's no real gameplay yet.
Some notes about the content pipeline:
- Models are created in Blender 3D, then exported in Wavefront obj format.
- A utility cart reads the obj file and builds a BSP tree for the model. It encodes the result in a compact format that can be serialized to a string, or written into cart data.

How are colons used? NOT the double colons ::_::
But just the single ones :
I'm looking at this guys code and he's doing this:
function get_shape()
local sc = {}
sc.x = 0
sc.y = 0
sc.col = colors[rand(1,#colors)]
sc.ori = 1
sc.sha = rand(1,#shapes)
function sc:check_collide()
for px in all(shapes
[self.sha][self.ori]) do
local x = px[1]+self.x
local y = px[2]+self.y
if x > fieldx or
x < 1 or
y > fieldy or
y < 1 or
f[x][y] != 1 then
return true
end
end
return false
end
function sc:move_shape_h(m)
self.x += m
if self:check_collide() then
self.x -= m
return false
end
return true
end
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=187687#p) |

Throw on THREE!!
This is Japanese rock paper scissors. Instead of "Rock, paper, scissors, SHOOT" it goes "Jan, ken, PON." Throw on the third syllable instead of the fourth one.
I am planning to implement detailed visuals as well as the Acchi Muite Hoi (look away) minigame in a future release.
There is no goal yet, other than reaching the 500% maximum speed
controls:
SCISSORS
^
ROCK < > PAPER
PS: ignore the mind-reading abilities to the left of your screen, or don't ;)
So my friend Mark has this cat named Angie and she's just so precious. She's a female orange cat, which is pretty rare, and she's just cute as a button. So I decided to make a game with her as my protagonist. I'm mostly just posting this as a way to track my progress, but if you're reading this and you play the game and have any advice, please feel free to comment. I just started game development last week, so I like barely know what I'm doing (although to be fair I am a professional software engineer, so that helps).
Hello Picotronners!
I thought it'd be important to figure out how podnet should be used in cartridges; and some requests I'd like to make.
I'll start this out with the known limitations of podnet, being:
- 64MB total storage limit
- 1MB per cart (sandboxed/bbs)
- 256K max file size
First of all, according to someone, there was a discussion and made agreement on the use of /appshare as a storage location for cartridges in podnet, but I think this shouldn't be limited to just a few people deciding on it - especially if no one else knew about this standardisation.
I do agree that there should be a folder point like that for cartridge usage; I'm more leaning towards /appdata though - this could all change depending on how @zep allows sandboxed cartridges to store to podnet, since it'd be insecure to provide access to the full drive.
I would like to make the request that in the root of this location, for there to be a /temp folder; these will contain files that can be deleted at any point by a cleanup tool without damaging cartridges. For example, inuchat attachment files.

10 years ago, I released P.Craft, a tiny demake of minecraft/minicraft on Pico 8!
This is quite a rare milestone for me and I wanted to celebrate the tiny but dedicated speedrunning community that keeps this game alive with a special version!
M.Craft or Minit Craft: you die every minutes but your death is not definitive, you can gather back your belongings and hopefully manage to escape from the Island!
You can choose several options to adjust your experience from relatively doable to extremely hard, and even choose a seed if you want to race with a friend!


Anyway, thanks to everyone still doing things in the Pico 8 community, I hope for 10 more years of incredible tiny games!

Controls
- ⬅️➡️ move
- 🅾️ primary Fire
- ❎ secondary Fire
Playtime
< 3 minutes
Description
First Pico Game! I had planned to make this longer but learned the hard way that sprites and the map share memory : )
This was inspired by the classic arcade shootem up (SHMUP), 1942, and the action packed movie Extraction.
However, I always find SHMUPS frustratingly difficult, and would actually like to play all the way through to see the entirety of the map and enemies the dev has created for me as the player. So this game makes being hit mildly inconvenient, but lets you keep going : ). I hope you enjoy and would love feedback.
Guide your artistic, bird-y missile through outer space to try to blow up an alien base!
If only you had checked the surrounding area for meteors...
Missile Master is a one-button arcade game. Dodge the meteors and cycle through the channels!
Enjoy the game, and post your best distance in the comments!
Thanks for playing!
Controls
...
ahem
X/Z/⬅/➡/⬆/⬇/click = move missile
Changelog
Version 1.0
- Published the game






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