In making my game, I've discovered a very unfortunate bug with music().
The first tick(?) of a music() track and the first tick of any loops do not listen to the music volume at 0x5538
This can lead to very weird sounds when music tries to loop while at a lower volume.
https://youtu.be/ZqOCQkaNyIU
In this clip, music volume at 0x5538 is lowered, which causes a very awkward noise when the track loops 0:17 seconds in the video, as the loop tick plays at a regular volume. Even if 0x5538 is 0, so the music shouldn't be able to be heard, this awkward noise still plays whenever the track loops.
https://youtu.be/a5DT9uRlMN4
In this clip, the 0x5538 music volume is set to 0 (it's set in _init() before any music() calls), the per-app master volume is unmodified (0x40). As I switch between scenes, calling music(n) and music(-1), and restart the game, there are repeated blips and noises when music() is called.
This is a big issue, since it means that seperate music and sound effect sliders isn't really possible to implement, since the 0x5538 volume isn't always obeyed, causing weird noises if the music volume is lowered or turned off.

Kana Breaker! is a brick shooter type game.
Shoot the bricks and clear them out to move to the next round.
Bricks will descend after each shot fired.
Shoot the kana that matches the romaji at the top for bonus score, damage, and push back.
At the end of each round, choose a upgrade.
Remember, you can only have 3 upgrades at first.
Shoot the bonus kana for points that increase your max upgrade count.
A random difficulty modifier will be added after each round.
This includes extra hiragana groups, extra health, extra rows, and faster descent.
There are 2 difficulty modes, easy and hard.
Hard mode upgrades the difficulty modifiers twice as fast.
R.P.S. RUSH
A fast arcade survival game where rock-paper-scissors becomes a reflex test.
Enemy hands rush in from the right. Move into position, read their shape, switch to the winning hand, and clash. Every victory builds your combo and multiplier—but one wrong choice, or one enemy slipping past you, costs a life.
The rules are familiar. The pressure is not.
How to play
- Rock beats Scissors
- Scissors beats Paper
- Paper beats Rock
- Winning a clash increases your score and combo.
- A draw is safe, but resets your combo.
- Losing a clash or letting an enemy escape costs one of your three lives.
- Enemy speed and pressure increase as your run continues.

Cosmic Caves
How to play
D-pad: Move player (Left, Right, and Up is jump)
X: Pew Pews (aka Fire Weapon)
You find yourself in a subterranean system of caverns filling up with threatening alien creepy crawlies. You know what to do!
Background
I’ve been puzzled by how to go about spawning enemies when the player is able to navigate outside the confines of a 128x128 map space. This is my first successful implementation of that. Now how efficient it is, well…
And the enemies move about pretty mindlessly, but I looked at the original Super Mario Bros. Goombas and was surprised how lemming-like their behavior was. And it’s friggin Super Mario Bros. That game is a classic and super fun, so the lemming-like baddies aren’t necessarily a drawback, I figure. I wouldn’t have been able to pull this off without tutorials by NerdyTeachers, LazyDev’s, and SpaceCat. Thanks for showing the way y’all.

Yahtzee!
How to play
- D-pad: Move selector
- X: Toggle dice/Score category
- O: Roll
You get 3 rolls every round, you can hold dice so they don't get rerolled. You end a round by selecting a category to score in, so there are a total of 13 rounds.
You get a bonus Yahtzee category when score Yahtzee (5 of a kind) the first time.
If the scores in the categories ones to sixes adds up to more than 63 you get 35 bonus points.
If you can't score in any of the open categories you have to sacrifice one for 0 points.
Scoring
- Ones to Sixes: Total of the number (e.g. 3 sixes = 18 points)
- 3/4 of a kind: Total value of all dice
- Full house (3 + 2 off a kind): 25 points

OH! SHEET!
A simple spreadsheet application for picotron
Oh! Sheet! is a lightweight and functional spreadsheet application designed specifically for the Picotron ecosystem. It features a custom UI, intuitive keyboard and mouse navigation, and local persistent storage.
(v0.1) is an early-stage.
(v0.2) added some sounds.
Interface Controls (Top Buttons)
Grid Management (Top Right)
+Col: Adds a new column to the right.
-Col: Removes the last column from the table.
+Row: Adds a new row to the bottom.
-Row: Removes the last row from the table.
File & Action Bar (Middle Section)
Reset: Clears all grid data and resets the table to its default size (12 Columns x 20 Rows).
File: [filename.txt]: Click this field to edit the file name.
Save: Saves the current spreadsheet data into the specified file (Please use Txt).
Files will be located on /appdata/bbs/ohsheet

🌊 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).






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