First release of my Geometry Dash demake. No music currently.
Up arrow to jump
Z/X to place/remove checkpoints, or jump in normal mode.
The enter menu also has useful options.
Ship physics is weird, I need to fix that at some point. The other gamemodes have pretty good physics though, but not perfect.
puffins is a cozy little platformer with some harder challenges built in: if you are a good player you should manage to complete the whole game in < 500 seconds. you can also try a 100% run by getting all the fish - have fun!
this is my first real release, i built this as distraction from my current main project "twine".


Fury
I made my first Pico-8 game for the GMTK 2026 Game Jam and wanted to share the cartridge with you here. You can find more information about the game on the Itch.io page.
If you like the game, please leave a review on the submission page of the game jam entry.
Enjoy!
Controls
- Use the arrow keys ⬆️⬇️⬅️➡️ to move.
- Press ❎ (Keyboard X) when holding your axe, to unleash a chain of attacks.
- Press 🅾️ (Keyboard Z) to throw your axe in the direction you're looking or walking.

Wordwell
Spell your way to safety.
Chain adjacent letter tiles to spell real words — the longer the word, the bigger the score. But don't get greedy: short words and shuffling the board risk igniting fire tiles that creep down row by row. Extinguish them by working their letters into a word before the flames reach the bottom, or it's game over. Play it safe for steady points, or push for long words to guarantee a gold tile that doubles your score.
How to play: drag (or arrow keys + X) across adjacent tiles to build a word, submit it, and watch the board shift and refill. Keep an eye on the level meter — the higher you climb, the hungrier the fire gets.
This is a compact PICO-8 take on the game. For the full experience — more words, more polish, the whole board to explore — play Wordwell at:
https://viniciuslima94.itch.io/wordwell

Gyro is a minimalist puzzle game inspired by an old Android game that has unfortunately disappeared.
Rotate the board, avoid mistakes, and aim for the highest score.
Easy to learn, difficult to master.
🎮 Controls
⬅️➡️ Rotate
🅾️ / ❎ Confirm
⚠️ This is an alpha version.
I'm still struggling to find the right difficulty curve, so balancing is a work in progress.
The game is also missing a lot of sound effects and music, so the overall presentation is still quite bare.
Any feedback on the gameplay, difficulty, or ideas for improvements would be greatly appreciated!
Made with PICO-8-EDU.

A little demo I made of a bullets system using a userdata ECS-like system.
I wrote a guide on the thinking behind it, intended as a practical introduction to some userdata concepts, on my github.
Source code (MIT license): https://github.com/yournameplease/picotron-demos/tree/main/intro_to_userdata/bullet_system_demo.p64

Four channels for music, one channel for visuals.
LSVJ 2 is a software monopackage made for PICO-8 Home Entertainment System[tm] and released by NEWMAKER studios in 1988 that allows any PICO-8 musician, coder and enthusiast to create audiosynchronised visuals.
What?
LSVJ2 basically adds an extra column into your tracker, but for function calls. The 4 of your typical music channels execute notes, and LSVJ2 executes functions. Just tell it when to!
Again, you have the note, octave, instrument, volume, effect columns... and now a function column! A wide one!
What can I do with it?
You can make a music video, synchonize boss attacks with the background track, change the pulsewidth of your custome square wave, make a love letter, ... You name it! Check out the DEMO cartridges distibuted with the LSVJ2 cart!
Briefly, how do I use it?
Attach the PICO-8 KEYBOARD from the PICO-8 DEVKIT (sold separately) to your PICO-8 Home Entertainment System. Put the LSVJ2 cartridge into the folder containing your music cartridge. Boot up LSVJ2, select your music cartridge in the menu. The soundtrack from that cartrige will be loaded into RAM. Use the sequence editor to set up your function-calls/variable-sets attached to a SFX or a pattern. Save the data into your clipboard as a string.

Hello!
I'm working on a tool that allows you to call functions whenever a certain place in the soundtrack is reached. I'm using stat(46-49) to get the current playing SFXs and stat(50-53) to get the note index of the respective channels.
What I've noticed is that this data is unreliable right now and the values returned are late. Thus, on frames where the pattern changes, my system thinks that the same pattern is playing over again and grabs the wrong data. I've implemented whatever protection I could, but it now tends to not respond to the note positions in the beginning of the pattern while all the stat values are still stuck on the previous frame.
I've made it so it doesn't rely on stat(50-53) for the note positions and instead calculates them independently based on the tick amount reported by stat(56), but stat(56) along with stat(46-49) also sometimes reports faulty values and I can't find a workaround for it.
Is there a way to work around all this?

I enjoyed the demo of Order of the Sinking Star so much that I couldn't wait for the full release, so I recreated a pixel-art version. It was a great opportunity to study puzzle design and also to keep my PICO-8 hand in.
The current version includes:
- 61 puzzles from the north region of the demo.
- 8 custom-designed levels.
Hope you enjoy it!
controls:
- Arrow Keys – Move
- Z – Undo
- X – Switch heroes
- Enter – Pause
about:
- Order of the Sinking Star: steampage

I don't have much to show yet but this is the early stages of my game, Adrift. It is an idle/resource management game where you build a spaceship block by block in order to progress.
I have a large list of planned features to include so I have a long way to go yet, but hopefully the game will look very different when I'm done.
This is my first PICO-8 project, first solo game, and first time programming seriously. I've never imagined myself to be a programmer as honestly it's just not in my nature. Progress has been slow and frustrating, but also very rewarding at times too. Thank you to everyone in the community who has shared what they have learned as it has been a great source of information for me.
hooray yet another cart
instructions (not pointing out the obvious)
in edit mode:
O open/close menu
in menu:
|
|
[56x8] |

DVD_SCREENSAVER Corner Crises (version 0.2) update has been out!!!
BUGS FIXES
- not registering corner hits.
- and the predictable path of the logo unless ur not a math geek ( no offence tho :] ) u can't really see it coming.
BUGS
- shit graphics
- shit control menu and controls
- inconsistent design throughout the cartridge
What's different ?

Pressless
A tiny platformer with limited button presses: Your button-uses countdown, make each button press count! Achieve the fastest time with the fewest presses (show us your screenshots). Good luck!
Made in only 6 hours in the delightful PICO-8 game engine for the GMTK GameJam 2026!
The game is also available on itch.io
Controls Keyboard:
Jump: Z/C/O or Arrow Up Key
Restart: X
Movement: Left and Right Arrow Keys
Pause/Menu: P
Music: Press P select "music" using the Enter-Key to disable the music
Click the Full Screen Button next to the HTML game (and Esc to exit full screen)

Help a bee colony make some honey! 🐝🍯
Place pieces of honeycomb to help the worker bees do their job! Some pieces will come with more bees, and some will come with a hole in the hive for the bees to go through and find some nectar! After bringing it back, the nectar will take one more turn to ferment into honey, and if no more nectar is brought home, then the honey will be cleared, freeing some space in the hive!
Controls:
- Z/C/(O): rotate left
- X/V/(X): rotate right
- left/right: move horizontally (and down a little bit)
- down: move down faster
- up: hard drop
About:
This is small falling block game I made in 36 hours for the DTJ36 #28! The theme was "bee" and I loved it.
This my submission to the GMTK Game Jam 2026. I hope you enjoyed it!
The game is also available on itch.io
And you can rate the game for the jam here
Controls
X or V: If the equation is true
Z or C: If the equation is false
About the game
This is a game made in 4 days for the GMTK Game Jam 2026 where the theme was "Countdown".
The goal is simple: A math equation is shown on the screen. If it is true, press X or V, if not, press Z or C. If you are correct, your score (and combo) increases by 1, the more your combo is high, the more points you get. If you are wrong, you lose your combo and your score deceases by 2 (to avoid spamming). You have 60 seconds to get the highest score possible!





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