Build a PICO-8 platformer in under 5 minutes
Drop in a sprite sheet, set your animations, and generate a fully playable platformer instantly.
Made for quickly prototyping platformers without writing boilerplate code.
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Suggestions for updates are welcome!
Post a GIF of the character you made!
===>Pro Sprite Tips<===
How to use
- Create your character (name + animations)
- Click Copy
- Open a new PICO-8 cart
- Paste (CTRL+V)
- Add your sprites to the sprite sheet
- Press ▶️ and play
Sprite sheet

Note that Pico Pico is referred to as ピコピコ here, and Pico-8 as ピコ8, as a Japanese-style shorthand 😂
Where did the name PICO-8 come from?
It came from the Japanese phrase ピコピコ, which is an onomatopoeia for retro audio (commonly used to say "retro/lo-fi")
Writing ピコピコ in ピコ8
@zep added the entire Japanese glyphset to ピコ8, which makes sense due to the language including the naming basis for the console.
Steps to type ピコピコ / ピコ8
- ピコピコ
-- [Ctrl+K] for Katakana (カタカナ)
-- Type this: [PICO] ( ピコ )
Probably maintenance, worth a report anyhow!
More importantly:
Having filenav open for a while and tabbing out then back in absolutely jumbled my theme:
Moments later, after tabbing out and back in again, it was fixed:
* Edit: It did it again! Only this time is didn't magically fix itself while I was looking away. I'll save the log just in case.

I wanted to compare and benchmark my 2 game object management systems. One's a componsitional OOP system, whereas the other one is designed to be a SoA-style ECS system. I was pretty sure that the ECS version was going to perform better, but I wasn't completely sure because of PICO-8's weird performance behaviour, hence the benchmark. The two carts are handling basically the exact same scene/scenario, just using the two different systems, so hopefully, it gives a relatively accurate performance comparison. From what I can tell the ECS system does perform notably better with this particular benchmark though the token hit is pretty big e.g. OOP carts tokens:724, ECS carts tokens:1497.
Hello.
After a long journey you finally arrive at the Castle of Penrhyn, your quest for treasures and glory is about to start!
Explore the castle, fight enemies, grab some loot, and maybe you will reach your goal.
This is my second Pico8 game, a small "Zelda like" top down adventure, with a little bit of Darksoul inspiration (it's not a soul game though).
It started has a small POC project, and grow a little bit more than expected, the cart is now full (almost max token reach).
Hope you enjoy this adventure!
Controls
- Top/Right/Down/Left to move
- x to attack
- c(o) to dash or interact
Credits
- Various code taken from the tutorial and guide by
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.





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