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geleste 1.1

read this before playing
og cart I used

Cart #15133 | 2015-10-08 | Code ▽ | Embed ▽ | No License
2056

Celeste by noel

readme:

I will you helper celeg
[8x8]

press down and jump
[8x8]
+
[8x8]

then you will flip and your shirt inverts it's color
there might be fall damage

[ Continue Reading.. ]

7 comments


Cart #hardestgame-0 | 2026-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
17

Remake (or demake?) of one my favorite flash games: "World's Hardest Game" by Snubby Land as my first Pico-8 project. Mostly as learning.

Might be more frustrating due to lower resolution, but tried my best to make it balanced :) Currently has 8 levels, I plan to add more over time

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4 comments


Cart #startraderwallpaper-0 | 2026-05-15 | Embed ▽ | License: CC4-BY-NC-SA
1

A scrolling stars wallpaper/screensaver with ships and planets from Star Trader's Luck

Open the cartridge contents and the settings.lua file to configure what appears and how often to customise the animation to your liking.

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2 comments


As the title mentions, Anywhen just saved my life, not literally of course, but it did save me 3 weeks of work on a cartridge I had accidentally overwritten with an incorrect "cp" call.

This got me wondering if folks are using anywhen as an alternative to Git.

Currently Git is the only reason I am considering setting up my project for use in an external editor. While it's missing comments and some other cool features, using Anywhen might be an alternative I can work with for now.

So what do you guys think?
Has anyone used Anywhen in any way similar to using Git? (see what I did there?)

2
3 comments


Cart #carrot_kingdom_v7-0 | 2026-05-29 | Code ▽ | Embed ▽ | No License
196

A rabbit and carrot puzzle-platformer!
Stretch your ears to grab the carrots!

[8x8]

[8x8]

[ Continue Reading.. ]

196
59 comments


TAB 1:

function _init()

init_game()

end

offset=0

function _update()

if state == "play" then
-- gameplay logic
if player_dead then state = "gameover" end
elseif state == "gameover" then
if btnp(4) then
-- restart game
_init()
state = "play"
end
end

if game_state=="wave_start" then
spawn_timer -=1
if (spawn_timer<=1) spawn_wave()
elseif game_state=="playing" then
if (enemies_left <0) game_state="intermission"
end

if game_state=="intermission" then
wave +=1
spawn_timer=1
game_state="wave_start"
spawn_wave()
end

offset=(offset+1)%128

update_enemies()

p.x=mid(0,p.x,120)
p.y=mid(0,p.y,120)

if (collision_happened) p.state="dead"

if p.state=="alive" then
if btn(⬅️) then
p.x -=1.5
elseif btn(➡️) then
p.x +=1.5
elseif btn(⬆️) then
p.y -=1.5
elseif btn(⬇️) then
p.y +=1.5
end
end

if btnp(4) then
sfx(0)
-- add new bullet to list
add(bullets, {
x=p.x +2,
y=p.y -2,
speed=2
})
end

for b in all(bullets) do
b.y -= b.speed -- move up
if b.y < 0 then del(bullets, b) end -- remove
end

end

function _draw()
cls()

if wave==nil then wave="1" end
print("wave: ",10,10,8)

camera(cam_x,cam_y)

map(0,0,0,0,128,64)

map(0,0, -offset,0,16,10)

map(0,0,128 -offset, 0,20,16)

draw_enemies()

for e in all(enemies) do
spr(e.spr,e.x,e.y)
end

if p.state=="alive" then
spr(p.sprite,p.x,p.y)
else
print("game over",50,60,8)
spr(17,p.x,p.y)
end

for b in all(bullets) do
rectfill(b.x,b.y,b.x+1,b.y+2,10)
end

end


TAB TWO:

function update_enemies()

for e in all(enemies) do

e.y += 1 -- move down

e.y -= 1 -- move up?

if (p.x < e.x) e.x -=.80
if (p.x > e.x) e.x +=.80
if (p.y < e.y) e.y -=.80
if (p.y > e.y) e.y +=.80

if(e.hp <= 0) then del(enemies, e) end

-- remove if off screen
if e.y > 128 then del(enemies, e) end

-- simple collision with player bullets
for b in all(bullets) do
  if abs(e.x - b.x) < 4 and abs(e.y - b.y) < 4 then
  		sfx(3)
  		e.hp -=1
    del(bullets, b)
  end
end

end

for en in all(enemies) do
for oen in all(enemies) do
if (oen != en) then
local dx,dy=oen.x-en.x,oen.y-en.y
local d=30
if abs(dx)<d and abs(dy)<d then
local a=atan2(dx,dy)
en.x-=cos(a)0.7
en.y-=sin(a)
0.7
end
end
end
end

for en in all(enemies) do
if check_collision(p, en) then
-- handle collision (e.g., game over, lose hp)
p.state=false
p.hp -=1
sfx(4)
game_state="over"
end
end

end


tab three:

function draw_enemies()

for e in all(enemies) do
spr(e.spr, e.x, e.y)
end

if game_state=="play_next_wave" then
if #enemies==0 then
wave_number +=1
spawn_wave()
end
end

end


tab four:

function init_game()

gamestate="play"

p={x=64,y=100, sprite=1, hp=10, state="alive"}

enemies={}

bullets={}

wave_number="1"
enemies_left=0
spawn_timer=5
game_state="wave_start"
game_over=false

end


tab five:

function check_collision(a,b)

return abs(a.x-b.x)<4 and abs(a.y-b.y)<4

end


tab six:

function spawn_wave()
for i=1, wave*1 do
add(enemies, {x=rnd(128), y=0, w=8, h=8, hp=5, spr=4})
enemies_left +=1
p.hp -=1
end
game_state="play_next_wave"
end

1 comment


Invite GIF for Picotachi vol.82 (2026-05-23 / Tokyo), and a dev preview of Neko Puzzle for Picotron / PICO-8 0.3

https://www.picotachi.com

8
0 comments


Cart #supersk8boy-1 | 2026-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
6

This is an improved version of the original game. I've also added a training mode to make learning the controls and techniques easier. This is the first game I've created and I am really proud of it. Please leave your feedback so I can improve!

6
0 comments


Cart #rock_paper_sweeper-4 | 2026-06-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
10

There are three ancient forms: Rock, Paper, and Scissors. In Rock Paper Sweeper, you play on a 6×6 grid where each tile bears the symbol of one of these forms. At the start of the game, you will choose one of these forms, and you may change forms throughout the game. Your goal is to reveal all tiles in the grid, but if you reveal a tile with a form that defeats your current form – for example, if you reveal a Rock while in the form of Scissors – then you will lose!

Thus, to reveal a tile safely, you must deduce which symbols might be present on the tile, and reveal it while in a form that is not defeated by those symbols. To allow these deductions, most squares, when revealed, will show the number of adjacent tiles that have the symbol. All boards are built so that they are solvable by deduction alone, without requiring any guessing.

[ Continue Reading.. ]

10
10 comments


Cart #picole_search-5 | 2026-05-28 | Embed ▽ | No License
13

Picole Search

Pronounced "Pickle Search"

Picole Search is a search engine that searches the podweb.
Since you're here you probably know how to use a search engine, so i wont explain that.

Picole Search uses the Podweb Browser for displaying pages.

Special thanks

A large thanks to @Saturn91 for the podweb standard and the podweb browser which without Picole Search would not be possible and for helping test the cart.
Thanks to @369px for his evergreen tutorials on the native gui functions.
Thanks to @Astralsparv for helping test the cart.

FAQ

Do i need to sandbox Picole Search?

Yes and no. If Picole Search is sandboxed you wont be able to search the for the most up to date pages on the podweb. I highly recommend running Picole Search unsandboxed, as it doesn't need to access anywhere except its /appdata/ folder and inside it's own cart.

Do i need to install or update the podweb browser?

No, Picole Search will automatically fetch the latest version of the podweb browser at runtime.

How do i host a website?

Search tutorial on Picole Search, and use the one found on @Saturn91's site.

I can't see my site in the search results!

Picole Search needs to index the podweb from time to time. Currently this runs once a day, but you can force it to run again using the hamburger menu. If it still doesn’t work, it’s most likely because the page has been cached, so you need to restart Picotron.

How do i change the title of my website?

The first line of the result displayed when searching falls back to different things depending on what metadata is available on the website.

  • The title tag in the site's meta data.
  • The domain tag in the site's meta data.
  • The page file name, with the - and _s replace with spaces.

[ Continue Reading.. ]

13
2 comments


Cart #intheponddemo-1 | 2026-05-15 | Embed ▽ | License: CC4-BY-NC-SA
2

Here's a small demo I did for a chill song I created with the wonderful Picotron tracker.

Thanks to taxicomics's color tables info which helped with shadows and customizing the colors quickly. I'm just starting with Picotron and want to experiment a bit and learn the differences with Pico8.

2
0 comments


Cart #eatgrass-0 | 2026-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

2
1 comment


Cart #xotris-7 | 2026-05-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
8

XOtris

Tic-tac-toe meets Tetris.

Match 3+ Xs or Os to clear them.
Match horizontal, vertical, and diagonal patterns. Create combos, survive garbage rows, and manage special tiles.

Special Tiles

Blocker: Blocks the board. Breaks when touched by a match.
Frozen: Hit it to crack it.
Joker: Turns into X or O when it can complere a nearby match.

Controls

Left/Right/Down: Move
X/Z/Up: Fast drop

Preview

Notes

This idea dates back to 2011. I had been thinking about making this project for many years, and it kept occupying my mind. I’m happy that I finally managed to get it out of my head and turn it into something playable.

[ Continue Reading.. ]

8
2 comments


Cart #sleepingthy-0 | 2026-05-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
2

pretty intuitive ig, but you steer with the arrows and shoot with X

2
0 comments


Cart #helpthebelgian-0 | 2026-05-14 | Code ▽ | Embed ▽ | No License
2

This was made by a very cute little belgian boy

2
1 comment


Cart #pt_title2-3 | 2026-06-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

This is My fourth
main demake of the Steam Video
Game Pizza Tower, Including Two Levels based on
the full game, one tutorial, and one custom gauntlet level.

Images:

Link to the Github Version:

Click Me!

Credits

Tour De Pizza - Pizza Tower (Original Game)
MartenMario64/allmightythunder - This Demake.

Note: You can make mods of this using this version of the game https://www.lexaloffle.com/bbs/?tid=155863,
and exporting it to a Windows EXE or something,
but if You are gonna make a mod, credit Me and the creators

[ Continue Reading.. ]

4
2 comments


Crossrunes

A WIP puzzle game about completing spell sequences.

Arrows to move cursor. X to take action, O to swap tools.

WIP Status

I want to add background music, tune up some sound effects, and make the levels a little more varied.
There's room in the cart to make more characters too, but the core of the game is in a good state.
There's a few bugs and some sticky code I'd like to clean up too.

Right now there's four characters and no real ending, the game-play just loops through the four characters.

Cart #crossrunes-0 | 2026-05-13 | Code ▽ | Embed ▽ | No License
2

2
0 comments


It's that time of the year where every class ever is giving me a billion projects
Thankfully, these projects usually have a lot of creative freedom which allows me to turn them into games!
This one is for my math class (obviously), where we had to create and label a unit circle
Extra credit is given for effort, creativity, and it being a turtle (the teachers favorite animal)
All 3 of the extra credit requirements fit perfectly into a little pico8 game, so I've spent the last few days making this in pico8 education edition at school.

The code is not the best I've ever written, but I'm fairly proud of it (especially the text renderer!)
Although the text renderer is not perfect, it was fun to challenge myself with something relatively difficult.

Funnily enough, this project has taught me quite a bit about sin, cos, and p8 angles.. I can't wait to forget it all this summer!
Grade: 140% He loved it and gave me an extra extra credit point! (14/10)

-- CONTROLS --
X to change mode (degrees, radians, sine, cosine)

[ Continue Reading.. ]

3
4 comments


Cart #sunset_dash-0 | 2026-05-13 | Code ▽ | Embed ▽ | No License
4

This is my first game!

And, i'm only seven!

Thank you for winning my game.

4
2 comments


this is my new doc renderer:

Cart #picodoc_doc_render-0 | 2026-05-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
1

the cart includes a basic demo

up = scroll up
down = scroll down
X = toggle the top bar

renders docs using a simple loop

a doc is a table of strings

each element that starts with 2 null bytes is an inst

█ insts
 cursor x y
 color c
 cls c
 camera x y

you can hook up ⬆️, ⬇️ to a camy and a camera() call

use tab 2 for importing this

also, i used pico-8’s null byte rendering behavior 
to hide instructions inside text
1
0 comments




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