I dipped my toes into Pico-8 a few times and was finally able to release a game on it. I used some AI for the code since my company was moving towards AI, and I wanted to get a head start. I feel AI defeats the point of the Pico-8 console, and I wasn't originally going to publish it, but unfortunately I was laid off from my job due to the company replacing people for the AI. I wanted to put something out there for my resume, but I did not want to hide anything from the Pico-8 fans.
This work is something I still consider a passion project of mine. The art work and abilities were still crafted as well as I could to fit the token limit. The artwork was all from me, and one of my close friends. I do legitimately feel proud of this game now, even though I didn't at first due to using Claude. I would love to hear feedback, criticisms, and whatever else you can give. I have started to work on a sequel in Godot without the use of Claude, and I hope to use any feedback to build upon the ideas. Thank you to anyone who has read this far!

A high-performance CHIP8 and SCHIP emulator with configurable compatibility between both and snapshots, available for your fantasy workstation.
The emulator comes with pre-installed ROMs, mostly test ROMs from Timendus CHIP8 Test Suite
SCREENSHOTS
KEYBINDS
- [CTRL]+[O] load a ROM/Snapshot
- [CTRL]+[I] save a Snapshot (.c8s)
- [+/-] Increase/Decrease Cycles Per Frame
- [P] Pause/Resume a ROM
- [L] Restart a ROM
CHANGELOG
Hello!
I am running Pico-8 on a ThinkPad T14s on Mint Linux. Everything works just fine, except Ctrl-X/Ctrl-V do not work and it's all kinds of frustrating. I confirmed that Fn and Ctrl were not swapped, and tried the Fn keys anyway, just in case.
Would anyone know what could be causing the issue? I wasn't able to find a thread anywhere of people having a similar issue.
I appreciate any help you can offer, thank you!

Some string escapes, when printed in the Terminal, cause it to lose track of where the cursor/prompt is and break scrolling. I've been able to trigger this with the \-, \|, \+, \^j, and \^c escapes, but the easiest way to reproduce is
?"\^c1" |
and then press Enter until the prompt scrolls off the bottom of the screen. At this point, Terminal will still accept input, but mouse-wheel scrolling no longer works. Interestingly, the Ctrl-L shortcut to clear the terminal also breaks, although the cls command still works fine (and brings the Terminal back to a usable state).
Been thinking about this for a bit and figured I’d throw it out there as a general discussion.
I’ve noticed a lot of demakes and retro-style projects lately (which is awesome), but some of them are using original sprites, cover art, or straight-up the same characters/names from old games.
Usually with a note like “fan-made”, “non-commercial”, or “no infringement intended”.
Thing is though — that kind of disclaimer doesn’t really change anything legally. Same with slapping a Creative Commons license on it, you can’t really license stuff you don’t own.
Not trying to be a downer or call anyone out, just seems like one of those things a lot of people (especially newer devs) might not realize.
There’s a pretty clear difference between:
recreating a game or taking inspiration from it
vs copying the actual assets and redistributing them
And yeah, most of the time nothing happens… but it can, and it’s probably better people know where that line is.

My take on the classic.
I made this after a year-long hiatus from my first game. To get back into it, I challenged myself to build an entire game only using the 'HELP' manual docs. I thoroughly enjoyed the experience and had fun discovering techniques along the way.
My biggest challenge has been tuning the collision detection. I think there must be a better way, because my approach feels extremely mushy and sometimes feels off.
inspired by https://freeradical.zone/@bitartbot i decided to mess with bitwise operators a bit. add in some T() and you get this. probably the most entertaining way to watch a two minute binary counter.
the *1.1 is only there so that the whole loop fits in the PICO-8 gif recording limit of 120 seconds. i need 128 seconds dammit!
also just noticed that the gif uses the incorrect version where a pixel is chopped off of the right and bottom edges of the screen. too bad!
(55 chars)
while(♥)x=rnd(128)y=rnd(128)pset(x,y,x&y&t()*1.1<1or 7) |
Prognosis Negative
A basic arcade shooter. More bullets on-screen at a time awards higher scores.
Purpose
This is a project to get back into PICO-8 development before I take another swing at my last project, Coalesce.
Sources
- Name comes from a fictional Seinfeld movie that I thought sounds sci-fi-ish.
- ztiromoritz's spaceshooter in 16 GIFs demonstration helped with lots of aspects of this game.
- Many tutorials from Nerdy Teachers
- Heart sprites come from kicked-in-teeth's PICO-8 tiles project
v1.0.0
Base game is ready.
Updates
- Strafe works in all directions
- Health pickups added
- Different pixel-art on title screen
Future ideas
- Title screen could use more love.
- Screen shake sometimes affects border visibility on right side





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