This is a simple implementation of the classic snake arcade game. Maneuver the snake using directional inputs to consume eggs and grow longer. The movement speed of the snake also gradually increases. Colliding with any part of the snake's body or with the edges of the screen ends the game. In single-player mode, the goal is to aim for a high score by getting as many eggs as you can. In two-player mode, the goal is to outlast your opponent.
There is an option in the pause menu to enable or disable input queuing, which is where a small number of rapidly-pressed directional inputs are queued up for a more responsive feel. The input queue is enabled by default.
Save the Damsel, or slime trying.
Explore, then slide your way back to your headstone to do it again.

Controls:
- Left/right arrow keys for movement
- Press up to enter buildings and open chests
- Press down to enter cracks (slime)
- X to attack
- Z to jump
Find keys, upgrades, and collectibles
The way to the damsel is scattered with obstacles. Find items, and clear a path to rescue her.
The clock is ticking, hurry
Saving the Damsel is not enough. Evil forces must be eradicated, and the world's secrets uncovered with time to spare.

Introducing the Legend of Sparv, a zelda and mario maker inspired game!
This is a work in progress, and the "music" isn't the best. There are a few things that need to be updated to make things work smoothly, alongside of course, a lot more features!
This, when the level format is setup properly, will support online level distribution and finding through scoresub & podnet

Land surveyor simulator.
Press X to view the sketch and Z to mark the point; accept contracts, buy equipment, keep the company running, and explore procedurally generated maps.
simulador de agrimensor.
aperte x para ver o croqui e z para marcar o ponto, aceite contratos, compre equipamentos, mantenha a empresa funcionando, mapas gerados proceduralmente.

I made a little gravity simulation for a physics class project about the three body problem, and this is a more refined version of that program. There are still some bugs / scientific errors that I'll try to fix in a little update (hopefully). Just wanted to realease what I have for now.
Controls
Mouse:
Click objects to view info.
Drag objects to launch.
Drag background to move camera.
[Z]: Pause
[X]: Toggle orbit
[Q] / [E]: Zoom
[Arrows]: Camera
The original physics class program:

A cool little background, starring linear, quadratic, and cos equations!
It also shows some of your LXO stats.
I almost forgot, I used @Saturn91 's podnet stat code to help with measuring the percentage of how much your podnet holds.

Make every bullet count in this fleshy space-shooter

Controls:
- Move ship and steer missiles with arrow keys
- X fire missile
- Z use shield
Change is inevitable, resources are not
Grubs become worms, become moths, and they feed on what restocks your missiles. Floating flesh slows your ship, but attracts protein provisions. Take a risk, stay prepared.
You're committed, lock in
Abandon ship controls to steer your missiles, and shield as a last resort.


This is it, the only people left alive who know where the gold is buried are you...
...and Tex.
"How's about we leave this one up to fate, pardner...?"
|
[16x16] |
Out-drink Tex in a game of chance! Can you survive drinking from his mysterious bottles? Break Tex's high score and win the gold!
How to Play
- Drink a bottle for a Point! Every bottle has a 1/4 chance of being poisoned...
While not described in the manual (it is described in the Picotron manual), PRINT() returns both the "right-most x position and lowest y position that occurred while printing". The shortform version ? only returns the x position. This bug is also present on Picotron.
x,y = print("lorem",8,8)
?x
?y |
> 28, 14
x,y = ?"lorem",8,8 ?x ?y |
> 28, [nil]
Bro-Snail-O
Ich präsentiere stolz mein erstes (unfertiges) Spiel.
Die Steuerung ist absichtlich schwerfällig, es ist halt eine Schnecke.
Mit X kriecht man in Blickrichtung, mit O dreht man sich. Mit den Pfeiltasten kann man in 8 Richtungen Säure spucken.
V.0.9 ist nicht mehr als das funktionierende Grundgerüst.
Noch gemacht werden muss:
- Code optimieren, damit im späteren Verlauf keine FPS-Drops entstehen.
- Einen Haufen Upgrades implementieren. (andere Waffenarten, pirceshots, stachelpanzer,...)
- Gegnertypen
- hauptziel: Hügel zerstören implementieren.
- Die KI der Ameisen dafür sorgen lassen, dass sie nicht brav in einer Reihe stehen.
Warning! Game contains elements with mild strobing effects.


💩 About 💩
Crappy Bird is an arcade-style game developed in PICO-8 where you play as a small bird with big dreams - of pooping on innocent pedestrians passing by below!
💩 How to Play 💩
- Press the left and right arrow keys to move left and right.
- Press the X key to jump.
- Hold the down arrow key and press X to drop down.
- Press the Z key to poop (hold Z to build up the size of your poop before releasing for more points!).
- Avoid the little electricity dudes!
💩 About the Creator 💩
Crappy Bird and all contents within (code, art, sounds, etc.) were made by Kieran Lampert. If you're interested, you can check out more of his work here:

I tried to see how many prime numbers I could make pico8 compute before running out of memory, and I'm a bit surprised by the result.
The highest computed prime is 821647, witch is the 65537th prime.
The out of memory error occurs on the t[i]=i line, when trying to add it to the computed array of primes.
Just before the error, memory usage is at 1305KiB/2048KiB, around 64%.
Ideas ?
The code
cls()
t={}
i=2>>16
cpt=0
while(i>0) do
if (t[i]) then
-- i is not prime
p=t[i]
t[i]=nil
n=i
repeat
n+=p
until not t[n]
if (n>0) t[n]=p
i+=1>>16
else
-- i is prime
cpt+=1>>16
print("\#0"..tostr(i,0x2)..
"("..tostr(cpt,0x2)..")"..stat(0)
,0,0)
t[i]=i
end
end |
In cart form
After about a week of learning how to code in Pico-8, watching tutorials and working on and off on this project, I finally have a decent build of my demaster of Ikaruga, known as Picoruga.
The current build is currently not quite feature complete, as I have yet to complete all the points on my checklist, but I do have the basics I wanted done sorted out, which are as follows:
- Polarity mechanics, including bullet absorption, revenge bullets and chains
- A replacement of the lives system (which is one reason why this is not just a demake)
- All of Stage 1 provisionally completed - while Stage 2 is mostly completed, the boss of that stage still needs tweaking.
- A short loop of the Ideal chapter music from Ikaruga






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