A minimalist reaction game inspired by racing games and playing with a stopwatch.
Press button when counter is within range of target number to accelerate and increase score, miss 3 times and it's game over.
Controls: X - Accelerate/Restart
This is my entry for TweetTweetJam 11, and fits in just 500 bytes of code

Walled In
Strategically position walls to safely escape the dungeon
Build walls to reroute yourself to the exit and throw the monsters off your trail.
You only get a small wall budget each level, so every placement counts.
- 10 main levels
- Star goals for tighter runs

Changelog
0.2.0
- Initial release
0.2.1
- Added rewind system. Upon capture, players can rewind to restart with a VHS rewind animation
- Path preview has flowing lines instead of janky arrows
- Upon level win, allow player to continue or retry instead of auto continuing
- More sound effects

Lightweight cartridge that checks the latest Picotron version on the Lexaloffle website and displays it briefly through notify()
Intended to be run at startup so that you can compare your Picotron installation with the latest version from Lexaloffle to make sure you're up to date.
Add start_process("bbs://fetch_version.p64") to the /system/appdata/startup.lua file and reboot to see the notification.
NOTE: This does not work correctly on the web and must be run in Picotron desktop.
This is my first Picotron cart!
I followed a tutorial on YouTube by Jorge N. I fixed the bugs with the frogs (cats for my version) jumping off screen and the arrow being able to move off screen. It's really basic but it works and I had fun making it! I hope you enjoy playing it!
I just started learning Pico-8 this week so if anyone has any tips or advice feel free to share!

Controls:
- Gamepad can be used.
Instructions:
You take control of Cyrano, a cyborg with electrical powers, who has to defeat as much enemy waves as possible and survive 2 minutes. Cyrano has 2 types of attacks: a basic attack using Z key (O button), and a SP attack using the X key (X button). It’s possible to rapid-fire any of these attacks by holding their respective buttons, but doing such won’t allow Cyrano to move.
Each enemy wave is composed of a group of enemies and boxes. New waves will spawn every time you defeat all the enemies (not boxes) on the screen.
Enemies and non-green boxes will drop Metals (score items) when defeated/destroyed. The type of metal dropped is affected by the item multiplayer gauge at the top-left of the screen. Defeating enemies and destroying boxes rapidly will rise the gauge, and it will deplete over time and if Cyrano get hit by an enemy attack.
So! I've got a cart here that you might find useful. It's a tool to pack multiple spritesheets together.
Recently I've been working on a game which has a mix of 4 bit (full color), 2 bit, and 1 bit sprites. It was getting a little finicky to set up the spritesheets to work nicely, so I went ahead and made a tool to make my life easier.
The tool expects the spritesheets it imports to use the pico-8 palette with the color indices matching the bits they take up, so 4bit spritesheets look like this, 0,1,2,3 being used (for both layers)
And 1bit spritesheets would look like this, 0,1 being used (for all four layers)
Annoying Robots
A compact PICO-8 adaptation of an old board game.
How to play
Lead your team of robots across the board and try to reach the opposite side before your opponent does.
Robots come in different sizes: larger robots can climb onto smaller ones, but only the top robot in a stack can move.
On your turn, select a robot and either move it one space, jump over other robots, or jump onto smaller robots. Jumps can be chained, like in checkers.
Modes
- Play against the AI on Easy, Medium, or Hard
- Play locally with 2 players
Controls
- Arrow keys / D-pad: Move cursor
- O: Select / move / act
- X: Help, end turn, or return to menu
Cube Rail: A Tiny Economic Train Game
This is a small experimental economic train game built in PICO-8. It is inspired by cube rail board games, old computer board-game adaptations like the DOS version of 1830, and my general fondness for making dense little systems fit into very small boxes.
The basic flow is simple: each turn, two railroad cards are drawn. You choose one and leave the other behind for Reginald, a rival bot investor. Your card lets you either build track or buy a share in that railroad. Reginald then uses the rejected card to build or buy for himself. Later in the game, Xavier enters as a second investor and starts buying shares at random, adding one more unpleasant little pressure point.

This is my first game.
It's not especially challenging and not very original but I'm calling it 'done for now'.
I know it's nothing fancy and there's plenty of improvements I can think of. I'm relatively new to coding so I've still got plenty to learn and I expect there are plenty of better ways I could have made this work.
I might revisit it in the future but I'm finding my next project more enjoyable to work on.
Timeholes! (early test)
A very rough "work in progress" for early game play mechanics testing

Basics:
Timeholes are semi-transparent circles that slow down time when entered.
Time will return to normal speed when exiting the timehole.
Pass through lines of the same color as the player.
View lock allows screen wrap and also 'locks' parallax.
Use warps!
Bounce off of lines to go even faster!
Health (blue bar) is increased by passing through blue lines.
Boost (green bar) is increased by passing through green lines.
Controls:
Left and Right: Rotate the player
Up: Uses boost (green bar)
Down: Reverses direction
Button O:
Toggles player color between green and blue. If the player is grey (after passing through a gray line), the player will return to the previous green or blue color.
When the same color as a warp pillar, this will activate the warp and transport the player to the connected pillar.
Button X:
Toggles view lock enabling local screen wrap. This can be used to navigate impassible objects by sneaking to the other side of the object by wrapping around the screen instead of going through it. Also use it to lock objects in place so they are not affected by parallax as the player moves.
Debug Controls: Pressing O while holding X during gameplay toggles visual debugging mode.
Navigating obstacles:
Match the color to pass through green and blue lines, collecting boost or health.
Passing through a gray line turns the player gray.
View lock allows for wrapping around the screen. Parallax is locked when the screen doesn't move. Use this to your advantage!
Impacts:
Use impacts to increase speed!
Flashing orange/red lines are bad and will decrease health - the grid will flash red to indicate an "unhealthy" impact, but it might be worth it!
Impacting yellow or flashing orange/red lines when boosting will increase speed and does not use additional boost until Up is released. When the player is gray, green and blue impacts also increase speed.
A work in progress of Arc Raiders for pico-8.
I'm looking through the jelpi.p8 demo cart to try and unravel the parallax and map movement right now.
The inventory management is ready for now.
Things left to do:
- map levels
- parallax
- shooting
- grenades
- enemies
- more audio and sfx
- extraction
- map collision
- gameplay loop
how to reproduce:
function _draw()
cls()
local verts=userdata("f64",2,5)
verts:set(0,0,
32,32,
64,32,
64,64,
32,64,
32,32)
-- expected: draw closed shape
color(7)
line()
line(verts,0,5,2,2)
color(8)
pset(verts,0,4,2,2)
end
|
expected: closed square shape
actual outcome: stray line starts a 0/0 + shape not closed
note: trying to close the shape using only 4 points doesn't work either
function _draw()
cls()
local verts=userdata("f64",2,4)
verts:set(0,0,
32,32,
64,32,
64,64,
32,64)
-- expected: draw closed shape
color(7)
line()
line(verts,0,4,2,2)
line(verts,0,1,2)
color(8)
pset(verts,0,4,2,2)
end
|

Hi all, I'm developing the Simple Picotron ECS (SPECS) library. Aims of the library:
- Intuitive and easy to use
- Extends existing API, rather than replacing
- Well documented, with clear, commented source code
- Community developed, with contributions welcome
The code also exists on GitHub, where you can:
- Read the documentation
- Find a
specs_test.p64example cart - Contribute ideas or features
- Log bugs

Dash between platforms to score points. The farther you dash, the more you score. You can only visit each platform once. You double your points if you clear the entire board.
Use arrow keys to move. When you run out of moves, press X to play again.
Undo the previous move with the (O) button (Z or C key).
Every day there is a new challenge. How much can you score today?
Share your best score for the day on social media.
Scoring
When you move from one platform to another, you score one point for every grid square you travelled.
If you land on the platform with the cherries, you earn double the score for that move.
If you clear the entire board, and end up on the last remaining platform, your entire score is doubled.
Boasting
When run on the desktop (e.g. in Pico-8, via Splore, or by exporting a native build), you can use the pause menu to copy a boast about your highscore to your clipboard and paste it into social media to challenge your friends.
Notes
The game is designed for playing on mobile while on the go, either in a web browser or in






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