🌊 FOX THE DIVER: THE DESCENT — Plunge into the deep in this underwater descent adventure! Dive deeper and deeper through 25 levels, spear fish, grab treasure, and cash out your haul — but watch your oxygen and don't get caught in the dark.
🐟 FOX THE DIVER FEATURES:
Descend through 25 increasingly dangerous levels
Spear fish and enemy divers, collect treasure, and cash out between dives
Find keys to unlock gated depths
Manage your oxygen — the deeper you go, the darker it gets
Face a massive charging boss shark in the final descent
Unlock a full set of achievements as you master the deep
Hardcore mode for divers who want the ultimate challenge
Also available on itch.io under Fox Jump
https://atomic2002.itch.io/




Run from the demons in the woods! It takes some clever thinking to juke them...
PAUSE MENU
Assist Mode - makes the detection radii visible
Godmode (unlocked after beating the game) - lets you fly and zoom around
DEVLOG
The game is not yet finished. I would like to redo some of the areas in a future release, as well as making the game much longer overall. For now, though, the game takes about 5 to 10 minutes to beat.
The game features some dynamic map elements so you can create your own levels without ever touching the code editor:
-Pathway outlining at runtime
-Enemy placement system
-A redstone-type wiring system (up to 100 consecutive wires)
-Flag 0: is the tile a walkable path?
-Flag 1: can you hide behind it?
-Flag 2: does it transmit electricity to adjacent tiles?

- Controls: arrow keys and X. Enter to pause, C to skip opening
- Pico-8 demake of the final dungeon of the backstage game from Deltarune
- Even fewer pixels (96x72) than the original
- First posted on itch.io
- Deltarune was created by Toby Fox
- The backstage game was created by John Mantle
- Fullscreen recommended

GoPICO is an LSDJ style handheld code/gfx/map editor for PICO-8
To use, please install on your copy of PICO-8 under a new directory, and create two directories "data" and "export" on the same level as gopico.p8.png. This cart will NOT function on the BBS.
Using only the directional keys, Z,X and pause menu, you can navigate to this cart through splore on a handheld device, create, edit, run, and save a completely functional PICO-8 cart without ever using a keyboard.
When saving, code is saved as compressed codeblocks into the ROM of a cart, data/yourgame_code.p8, and the rest of the is stored normally into data/yourgame_rom.p8. When running, it prints out the code to a cartridge, copies over the rom, then loads into it.

HI MI NAME IS JAFF CAMPOS, IM FROM MEXICO AND I AM A MUSICIAN
I CREATE MUSIC OF VIDEO GAMES, SO I WANT A JOB IN THE VIDEOGAMES WORLD.
IF YOU WANT MORE INFORMATION YOU CAN CONTACT ME IN MI EMAIL ADRESS [email protected] AND MY INSTAGRAM @SOIREDMOON.
THANKS FOR YOURE ATENTION AND GOOD DAY, GOOD EVENING AND GOOD NIGTH AND SEE YOU LATER
Poetry for neanderthals
YOU MUST SPEAK IN SINGLE SYLLABLES OR GET HIT WITH STICK. (or whatever self imposed challenge you guys want)
Poetry for Neanderthals is a family-friendly party game where players earn points by getting their teammates to guess words and phrases. The catch is that they can only use single syllable words to give clues. If they use any words with more than one syllable, the other team gets to bop them with a 2-foot inflatable club. (or pillow or anything)
How to play
Sit in a circle, every other person is on Team Glad, or Team Mad.
Pass around the device running the cartridge, with the clue giver giving one syllable word clues to their fellow team members. Score points via up/right, and pass via left (minus points). If you speak a two syllable word, you must pass and lose one point.
- Controls
-> Arrows keys (↕️↔️)
- How to Play
🧸 Toys are thrown into the pool. You need to collect as much as possible before the pool closes.
The more you collect in quick succession, the greater the combo multiplier increases.
Stack up the highest score before the Timer expires!
- Credits
Thanks to @Gruber for the Music
Created in 4 days for 'A Lil Summer GamJam' 2026

hey,i am alexx new to game dev exploring how to make fun games and suddenly find pico8, its a great option who just start making games ya making games is fun but making then when it hit hard to the brain i really did enjoy making this game.
if you want to see more games and art follow me.
also i make art and games youtube videos on (Alexart.mp4)
edited: i reposted this with version 2 i fix the issue of bird not flying or disapper when player sling them under the ground or behind the screen the cause of this happens because of this 128px by 128px screen limit i made this to keep the code simple and understandable to me and in the V1 i make the code to through the bird above the ground and forgot to make the sling strech small that way the sling is going through the ground.

A new project, Pico-8 Kung Fu!
This is based on Konami's Yie Ar Kung Fu, specifically the Famicom/MSX version. I thought this would be a good exercise to get more experience.
The goal is to include all the moves, 1 opponent, as well as maybe the bonus game.
Graphically, I like it because it is a single-screen game, and the bitmaps I can just adapt the ones from the Famicom sprite sheets, albeit mostly reduced to about 45% of the Famicom's.
Gameplay-wise, I thought coding player input for this kind of fighting game can be a doable challenge, even with my inexperience. The one thing I am not sure yet is how to even begin coding the CPU AI behavior, which is where I am currently at.
Musically, I feel that I can deconstruct the Famicom soundtrack per track, and adapt it for Pico-8. So here's hoping.
So far, this is my progress since starting a little over 2 weeks ago:
Moves are basically in, and controls very much like the Famicom already. CPU opponent does nothing except move left to right endlessly. Collision seems to work, I don't know how it is traditionally implemented, so I just thought that maybe adding some x/y coordinates for head, body and feet, as well as for the punch and kick. seems to register well enough, after a bit of tweaking so that hit targets can actually be hit by the player (trial and error by feel).

My first Pico-8 game
Post your hi-scores in the comments!
Enjoy!
Help Bit catch Pho Noodles, avoid nasty Bomb-Bois.
--Includes documented code--
<- arrow key=left
-> arrow key=right
x = x
Noodle Bowl=1
Golden Bowl=5
Heart=10 and XTRA life!
(TIP) You don't NEED to catch the Golden bowls!
(TIP) Choose Hearts over any Noodles.

It's August 8 (8/8)! The perfect time to post a PICO-8 cart. Today, I'm happy to share Revolutionary Girls, a queer narrative game about love and second chances.
.✧˖°.Game controls.✧˖°.
When it's your turn to type...
🇽 = TYPE SOMETHING (X key)
During a choice...
🇽 = PICK OPTION 1 (X key)
🇴 = PICK OPTION 2 (Z key)
.✧˖°.About.✧˖°.
This is the first game in our Tomodachi 8-in-1 collection -- the same collection as our Halloween themed dressup game, Spooky Stylin' (yeah, we released them out-of-order... it was Halloween). This is another exploration of ours using PICO-8 to craft late 90s, early 00s nostalgia.
Is there a way to load gfx files in dynamically without using the Sprite Index system? (e.g. Load a bunch of sprites for the next map, then systematically overwrite the sprites for the current map with those for the new map.)
Mainly curious because I know I am going to be using a lot of tiles (I'm making a metroidvania), most of which aren't going to be used at any given time. Therefore, being able to dynamically load gfx in and out would enable some memory optimizations that might benefit the game I'm making.
Probably not going to implement it at the beginning of development, mainly because it would make editing maps a pain, so this isn't terribly urgent.

It's been awhile since I used pico8 so I made a little pet simulator to get back into it. Use the arrow keys to move between the buttons and alternatively feed, wash, or play with your kitty when she's hungry, dirty, or sad. I should probably write some music for this but idk it was just a small project to shake off the rust. but maybe I could add a lose state too.

Pathfinding Algos is an attempt to implement a couple of different pathfinding/enemy tracking algorithms.
For now it has 2 implementations:
- A regular pathfinding;
- The Pacman enemy tracking;
Choose the algorithm you want to try and once you are on the board you will see a top right menu that shows what you are placing.
S - Start point
T - Target
B - Blockers
Use O for changing between them.
Use X to trigger the algorithm.
Left click sets the point, right click cleans it up.





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