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A small grid based Fluid Simulation within pico-8.

Cart #fluidsimulation-0 | 2026-05-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #pilatro_v1-2 | 2026-05-17 | Code ▽ | Embed ▽ | No License
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This is my very early proof of concept for a pico8 version of balatro.

So far currently the game has:

  • Basic hand detection and scoring.
  • The first 18 balatro jokers.
  • Simple blind logic (no special blind logic just bigger score)
  • You can view the current deck cards by clicking the deck sprite in the game state.
  • You can buy/sell and change the order of your active jokers by clicking and dragging.
  • You can look at joker description by holding RIGHT click ontop of joker cards.

What the game doesn't have:

  • No planet cards.
  • No tarot cards.
  • No special boss blind logic.
  • No booster packs.
  • No ante vouchers.
  • No rerolls in shop.

[ Continue Reading.. ]

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6 comments


Cart #picowars06-0 | 2026-05-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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is a miniature clone of the classic John E. Dell game DRUG WARS (1984), with some caveats and minor differences.

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Cart #a_brief_case-0 | 2026-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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A "Brief" Case by WildCoyoteGM

Hello everyone, this is my first ever PICO-8 project and was made in only 2 days. I've decided to make a simple game with a simple goal, hopefully improving my skills in the future. Anyway, thanks for checking it out. I hope you'll like it :D

P.S. The game is purely chance-based, and winning is only by chance.

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function _init()
p={1,3,5,7}
p.x=64
p.y=64
p.sp=1
p.frame=0
p.timer=0
p.anim_speed=0.15

end

function _update()

local lx=px
local ly=py

if btn(⬅️) then
flip_sprite=true
p.x -=1
end

if btn(➡️) then
flip_sprite=false
p.x +=1
end

p.timer +=1
if p.timer > 6 then
p.timer=0
p.frame=(p.frame+1)%2
end

end

function _draw()
cls()
local current_sp=p.sp+(p.frame*2)
spr(current_sp,p.x,p.y,2,2,flip_sprite)
end

1 comment


Cart #cops_n_zombies-5 | 2026-05-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Play single player or local multiplayer co-op!

⬅️➡️⬆️⬇️ Move
🅾️❎ Fire

Default Pico-8 Button Mappings for P1 and P2:

Description

A brain eating virus has infiltrated the city's drinking water turning residents into zombies overnight! Amongst the few with natural resistance to the virus are two cops, Jenn and Chad. These two brave heroes decide to risk their lives as they embark on a quest to find the water treatment plant and shut off the water source. Along the way they fight a hoards of zombies in mind blowing, limb throwing, side scrolling action.

[ Continue Reading.. ]

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Cart #tahokomayu-0 | 2026-05-11 | Code ▽ | Embed ▽ | No License
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Cart #sijodasafe-0 | 2026-05-11 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Welcome to Sprite Shelf!

The Daily Pixel Art Editor

Cart #sprite_shelf-1 | 2026-06-28 | Embed ▽ | No License
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What is Sprite Shelf?

"Make a sprite every day, put it on a shelf, and come back later to see how much you've grown <3"
--Wash

  • One sprite per day
  • Name your sprite or use today's theme (Courtesy of @PixelDailies)
  • Share your work on social media with png exports (or paste into PicoGram!)

Change Log

V0.3

  • Added: Hold Alt to Draw circles with oval tool
  • Added: Flip buttons/keys
  • Added: Rotate button/key
  • Added: Export scale is now changable
  • Added: Export Aspect Ratios 16:9, 1:1. Special 'Pico' mode that exports at 128x128px
  • Added: Export as sprite (Paste your work into the sprite editor or Picogram!)

[ Continue Reading.. ]

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Cart #spellbound_love-5 | 2026-07-26 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Short proof of concept demo made for a college course in collaboration with a friend!

Yana's socials: https://popsigills.carrd.co/

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Cart #teatime1986-0 | 2026-05-10 | Code ▽ | Embed ▽ | No License
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Cart #burg_demo-1 | 2026-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #bihupifema-0 | 2026-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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[sfx]

chill beats to fish/swim to

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Cart #freesolo-4 | 2026-05-10 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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FREE SOLO

A climbing puzzle game

Years ago I made a solo board game about climbing a rock wall, based on the rock climbing levels of the classic computer game Chamonix Challenge (Final Assault). That game was created for the piecepack system and was called ClimbingMan. Last year I decided to port it to Pico-8 with a few tweaks...

Climb across 14 levels of varying difficulty and create your own climbing boards for extra challenge. You can share your boards with the supplied code (just add those coordinates when editing a new board).

  • ARROWS - Move the selected limb. There are limitations to where each limb can move around the body

[ Continue Reading.. ]

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4 comments


Cart #netacht-6 | 2026-05-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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NetAcht is a tiny PICO-8 demake of NetHack. It compresses some of NetHack's core features into a small roguelike for PICO-8: procedural room-and-corridor dungeons, turn-based movement, monsters, traps, hunger, inventory, weapons, armour, potions, scrolls, wands, prayer, gold, levelling, and a Yendor-style objective. I always dreamed of having something like NetHack on my Game Boy-style devices, and this is a step toward that.

Controls:

  • Arrow keys / d-pad: move or attack
  • O / Z: interact, pick up, use stairs, pray at altars, search
  • X / C: inventory
  • In inventory: up/down to select, O to use, X to close

UPDATE -- Let's use Git to develop this project further: https://github.com/pminervini/netacht

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Cart #tightrope_deathmatch-0 | 2026-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Tightrope Deathmatch

by ShanKa & AbyssLasea

Our first Pico-8 game Tightrope Deathmatch is a game where players must knock their opponents off while maintaining their balance.

Press the left and right keys to adjust the angle of your weapon.You can also press X to charge up a slash, and press Z to raise your weapon for defense.On the start screen, use Up/Down to choose your weapon. Knock enemies off to take their weapons!

Features

  • Weapons built from 16x sprites for a cool pseudo-3D look

[ Continue Reading.. ]

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6 comments


by Kiks
Cart #cairn-4 | 2026-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cairn

The Knight, The Ranger and The Warlock

Three souls have entered the cairn. None have returned.
A short turn-based and grid-based roguelike.
Each floor is a branching map of 7 nodes — combats, elites, mysteries, rests, and a boss gate. Pick your path.

Controls

Arrows to move / attack adjacent
❎ to confirm

A run is short. Death is permanent. Queen Sofia is waiting.

ANY BALANCING SUGGESTIONS ARE WELCOME. I HAVE HAD A HARD TIME BALANCING THIS GAME :)

Cairn – changelog

v1.3 – enemy behavior fixes

Three enemy/boss abilities were silently dead due to a logic bug at the top of the AI loop — their post-attack effects never ran when adjacent. All now fire as designed:

Void shades retreat one tile after striking. Real hit-and-run skirmishers. Corner them against a wall to deny the flee.
The Hollow (floor 2 boss) teleports a tile in a random direction after each hit. The fight is now chaotic positioning rather than a static trade.
The Dread (floor 4 boss) knocks you back one tile after every adjacent attack. Counter-tactic: fight it cornered — when your back is against an edge or wall, the push fails and you get continuous trades.
Plague hounds now actually double-move toward you. A hound at distance 3 will close two tiles and attack on the same turn. Floors 3–4 just got bitier.

v1.2 – the big balance pass

Warlock — nerfed (was over-corrected in v1.1):

HP 18 → 14, atk 12 → 8 (still one-shots basics but bosses now cost real HP)
Kill-heal scaling pulled back from 0.2 to 0.1 of max HP
The 3× "blood price" identity stays intact

Knight — buffed:

HP 18 → 22, armor 8 → 14
NEW passive: regenerates 1 armor between turns. The tank identity is now "absorbs sustained chip indefinitely" rather than "armor breaks once and you die"

Bosses & enemies:

Boss HP scaling reduced from f²×3 to f²×2 (floor 3 boss: 55 → 46 HP; floor 5 cairn: 111 → 86)
The Sentinel's armor reduced 10 → 6 — melee classes no longer waste two attacks just to chip it down
Archers only retreat from adjacent melee now (used to retreat from 2 tiles, which made them uncatchable on open layouts)
Fury pressure mechanic gentler: builds every 10 turns instead of 8, caps at +4 instead of +5

NEW: wait/defend action (🅾 button) or z button on pc

Skip your turn — useful for letting an archer walk into melee range, waiting for shade to come back, or letting a marked enemy clump with another
Knight bonus: +2 armor on wait (caps at max). Real "guard" / "block" play.
A small 🅾 wait hint sits next to the turn indicator

v1.1 – first bugfix pass

Ranger "infinite diagonal range" fixed. Pressing two arrow keys on the same frame was letting the ranger fire diagonally — and silently letting any class move diagonally too. Targeting and movement are strictly cardinal now.

Warlock kill-heal scales with max HP instead of being a flat +1 that exactly cancelled the −1 attack cost. Lifesteal feels like real sustain. (Re-tuned down in v1.2 — see above.)

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Cart #patternmaker2-1 | 2026-05-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This makes my third version of this game now, for Picotron here on lexaloffle, for GameBoy on Itch, and back here for Pico-8. This version is based pretty heavily on the GameBoy version, though there are some things that make this one shine, notably the highlights of symmetrical groupings and the new filtered mode, which is more of a standard puzzle that isn't always possible to get a perfect game, but the odds are stacked in your favor and you get a peak at all the pieces coming in order before play starts.

Title font is Maple by Chevy Ray

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