Hey folks! I'm new here, and this is my first post and first PICO-8 project. First game release of any kind, actually.
Let me know what you think. I'm open to any and all feedback.
Instructions are included in game, and hopefully fairly clear, but let me know if anything is confusing.
To offer a couple quick tips:
- Streaks of the same flavor provide an exponential bonus, so this is the way to top the score board
- Use your cone to knock falling ice cream aside if you can't or don't want to catch it, so they don't cost a life
The music is rough, so feel free to just turn the sound down or replace it with music of your choice. There are also a few unused assets in the game, which I may remove in a future update.

Made using https://doughnutthedev.itch.io/pico-8-raycaster-template
Explore a randomly generated backrooms! Just made for fun while learning about raycasting in pico-8.

You are super mullet cyborg "ION MULLET" the coolest being in the universe, except that one being is out to threaten that! The Fully Charged Skull, you are flying through space and time and your ion level is dropping BUT! Luckily for you the Skull is spitting ION fields at you, you have 2 minutes! Collide with the blue +ions to gain power, collect ioncoins, shoot the red negatives (last second for a huge bonus!), complete the score challenge and become the coolest being once again!



In a world where all lawn mowers have become non-functional for some reason, only a single cat can be relied on to mow your lawn.
This game is comprised of 10 puzzles where the player must mow all tall grass and obtain a key and get to the next level, all with sliding ice puzzle mechanics.
This is my first game using Pico8 and first game in general. I'm happy with the current result and would love any feedback. I have been very humbled by what it takes to make a decent puzzle. It's unlikely that I'll make another puzzle game in the near future but this was a fun first experience.

I am sooo close to finally finishing this, after seeing some images from Trog and Heracleum and being inspired so much by their Dinky Kong, I continued where they stopped and am almost done my Dinky Kong Jr. Here's some images of me testing it:




getting that rope climbing logic was a challenge since it needed 12 pixel spacing and not the usual pico8 8-pixels.
you can plsy MY VERSION HERE:https://www.lexaloffle.com/bbs/?tid=157494

Started learning Pico-8 slowly during the later part of 2025.
Decided to have a crack at a first game this year. I have a work in progress game called "Hungry Otter"
Spent most of my time with the graphics and gameplay, no sound yet.
Game is kinda like a gather all items on screen. Still simple, player wins once minimum score is reached.
Endless if player gets all items within time limit. Keeper throws new set every time screen is cleared.
Any thoughts or suggestions would be appreciated. Thank you!





minor update: 05/21/2026
- removed "clear save data" option from pause menu (I hit it by accident and got angry and forgot why i put it there in the first place)
- add payout guide to the pause menu for ease of access
What is this? Haven't I seen it before?
This is a fork and update of a game I made some months ago called Grid Shift Poker. I guess you could call this a sequel? Anyway, after messing around with the previous version of the game I realized the whole wager / dealer competition system wasn't the most fun way to use the grid shift mechanism. Also someone correctly pointed out that if you tried to get a flush every hand it was nearly a guaranteed win. I knew I wanted to make some changes after that and what I ended up going with felt significant enough to call it a new game.

minor update: 05/21/2026
- removed "clear save data" option from pause menu (I hit it by accident and got angry and forgot why i put it there in the first place)
- add score guide to the pause menu for ease of access
What is this?
In a shameless attempt to maximize my ROI on the "poker in a grid" concept, I also whipped up this new version of Poker Solitaire called "Pico Poker Squares". Shoutout to icegoat and misc who had this idea before me.
How to play:
Goal: Build the highest-scoring 5x5 poker grid.
You are dealt one card at a time from a shuffled deck. Use the arrow buttons to move the card around the grid and place the current card into any empty space. Once placed, a card is locked in. You can "undo" only your most recent move.
I might be going out on a limb here, and I’m not sure if this goes against the philosophy of PICO-8, but I could really use a proper debugger.
In most languages, you have tools that let you pause execution, inspect variables, and change them while running. Even developing for older systems like the Commodore 64 has debugger support these days, and I’ve gotten used to working that way.
Right now, printh() only goes so far, and stop() doesn’t seem to let you inspect variables. At best you can step through frame by frame instead of line by line, unless you scatter printh() calls everywhere. That quickly fills up the log and makes it hard to read what’s going on. I’ve tried it, and it gets messy fast.
I know a lot of carts have been made without a debugger, but I keep running into situations where things get complicated and side effects make it hard to figure out what’s happening.
What would really help is something like breakpoints in the code editor, plus a separate panel where you can inspect variables, either as a tree or by typing them directly.
Night City
by dirtylizard74
It's been nighttime in Night City for a long time… too long.
Someone's gotta make this right. You're a ghost — you didn't amount to much in life, but the afterlife brought you a second chance, and a job.
Run the rooftops, collect moon dust, and survive long enough to face down whatever's keeping this place in eternal darkness.
⬅️ / ➡️ — move
⬇️ — duck under antennas
❎ — jump. Hold to float
🅾️ — shoot (costs moon dust)
Design Overhaul: Update - v1.1
- Hand-drawn parallax skyline replaces the procedural background.
- All foreground buildings redrawn: garage, market, diner, clocktower, apartments, each with per-run variation.
A little randomly generated boulder pit for idle sokoban fun. Promises none of the tight cerebral experience of its namesake, just the tactility of pushing boulders onto targets. one button resets the level to a random one, the other one makes the character yell, which is useful if you get stuck or frustrated.






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