This is a local 2-player game. Stop talking (in the real world) and have a nice chat unencumbered by the meaning of real words. Use the keyboard (cursors / wasd) or two controllers.
Made for PICOJAM 2026, which is a small in-person jam held at Pico Pico Cafe in Tokyo, organised by illuminesce. There were some lovely entries this year that you can find on the BBS and on the itch jam page.
The theme was "ま", which could mean a bunch of different things but most entries took it to mean "negatve space", or the space between things. In my case, I'm interested in the space between words and gestures that can carry just as much weight as more active parts of a conversation. In this post-jam version I added a zoned out / tired expression that can be used when the conversation partner is talking too much.
Chill Star Princess
Help Chill Star Princess avenge herself. Travel the countryside to find the men who betrayed her—White Jade and Black Spider. Be careful, however. Jade possesses the Dragon Fern Fruit, which transports the eater to the underworld.
⬅️ / ➡️ - Run
❎ - Jump
Jump on multiple enemies to unlock her secret powers.
This is a submission for LOWREZJAM.
https://itch.io/jam/lowrezjam-2026/rate/4904491





A carnivorous vine creeps across the map and consumes anything it touches. It cannot be stopped, only slowed. Paint paths to guide villagers to safety, and use the environment to slow the creeper's progress: dig trenches, set it on fire, build moats, crush it with boulders, and sacrifice sheep!
Features
- 10 handcrafted villages
- Thousands of procedurally-generated villages
- 3 difficulty modes: relaxed, crowded, and endless survival
Controls
- Z / Left Mouse (tap): Chop a tree, or clear ash or a path

Finally, the collision problems seem to have been fixed. Thanks to this post by Scathe.
The coffee now looks like actual coffee, instead of chocolate milk.
Added the boss, slamming down on the table and yelling at his lowly wagie.
You can no longer flee from the scene, although we all want to.
I forgor to turn off debug

How to Play
Use the arrow keys to move around and collect gems. The fire moving to hit you will get faster every time you dodge, so stay light on your feet. Getting 25 and 100 points will spawn higher value gems for a bigger score.
Trophies
Reaching point milestones at 25, 100, 200, and 300 will unlock four different trophies for bragging rights. See how far you can get!
Credit
@SpaceCat88's YouTube tutorial:Make a Pico-8 Game in 10 Mins! - Perfect for Game Dev Beginners!, was used as a template, and then modified by me, Manic Monarch. Give it a watch if you're curious.

Here's a quick WIP for a cover I'm working on. Science is Fun really screams at you in a way that I don't often hear PICO-8 songs do, so I hope I did that gnarly timbre some justice.
I think a lot of the character of the original song (and arguably of Portal 2's baller soundtrack as a whole) comes from the sound of that synced square wave lead, and when it occurred to me that PICO-8's fixed-length waveforms might help rather than hinder in recreating that hard sync sound, I decided to give this one a shot.
If and when I finish this cover, I'll probably explain this a bit better, but the gist of how the lead is done here is...
- A square wave at the appropriate frequency is sampled at 64 points

Userdata Sandbox
Userdata is one of the more powerful tools you get in Picotron. It lets you do bulk operations while avoiding the usual per-element overhead you'd get doing the same thing through Lua for loops. It's especially vital if you need to draw thousands of elements, as otherwise you're using double digits of CPU just to iterate and perform draw calls. But while there's existing userdata documentation, a lot of people have struggled with it, myself included.
In my case, I was having trouble understanding the difference between self/lhs, src/rhs, and dest, the userdata:op parameters and how they control iteration, and how the target data is mutated. So I made this tool to help me visualize what's going on. Folks on the Discord seemed to really like it, so I went ahead and did some cleanup and added a few useful extras like Recipes. I hope this helps get more people into userdata!
Tea Wars
5 lives. 5 seconds per level. How long can you last?
- press X to start the game and to shoot baddies
- Survive the onslaught of more and more fiendish geometrical shapes.
- You can shoot them with your trusty laser, but not their shiny armor (the brightest part of them).
- If they hit you, you are invulnerable for some time.
- Some baddies takes multiple hits!
- Beware the tea.
Been working on this Final Fantasy 3 (NES) demaky thing for a while - Started with getting water effects right and expanded from there. This is a recreation of town of Ur and a non-canon (obviously) story of before the events of FF3
there are a a lot of systems/data required for this kind of RPG - Im just at compressed size limit.
I just kept adding systems to this over time - there is some good some bad - but playable. Brief features:
- For the Map this uses BigMap from @pancelor here https://www.lexaloffle.com/bbs/?pid=105301
- NPC are random created and can get in the way but if you press against them they should move away quick.
- talk to NPCs - random ones have some funny lines but they also have some hints - but there is a story well a task to achieve
- I recreated/interpreted the town music for Pico8
- no combat - is just town based.
- no merchants unfortunately.
- spr system for characters using normal SPR in spirit of original NES.
- various trigger and message systems that probably need to be combined.
- you can open chests and pots with random results.
- there is an ending - A bit rushed but I think it should work with hopefully no bugs.
- about 2-3 minutes
Derpy Derby is a split-brain typing game in Picotron, made by illuminesce and acedio for PICOJAM26, with wonderful music by zep!
The top row controls the hormse's front hoof, the bottom row, the back. The front hoof cannot proceed six letters further than the back. Make your way to the finish line by typing all of the sentences!
Also available over on itch.io!
About
You seem to have misplaced your spellbooks and your cookbooks. You'll have to discover the glyph shapes on your own.
Good luck, chef!
Controls
Draw glyphs with your mouse to cast spells.
There are 5 secret glyphs to discover. Cast all secret glyphs in the right order to make the delicious magic tofu recipe.
Notes
This is my submission for PICOJAM 2026
The gesture recognition is far from perfect. I'm actively working on improving it. If you get stuck on a particular glyph, please let me know!
A tiny Morse-code listening & keying game for #picojam26.
Hear the prompt. Answer on the straight key (🅾️).
Match the rhythm of the gaps — the "ma" between dits and dahs.
CONTROLS
🅾️ — key / start / repeat same word (when idle)
❎ — queue next round (retry same word if you miss)
CREDITS
Concept & program: Kenta Saito
Gfx, BGM & voice: cornettheory
Yes, I know we've already run TIC-JAM August...
BUT THAT WAS A "BETA"!
Get ready for TIC-JAM #1. Faster, tinier, computerier, 80-ier.
On August 22nd till August 27th
TIC-JAM is the newest game jam for anyone who wants to make games for a fantasy console! We allow both TIC-80 and PICO-8, so anyone who wants to create games for either, you've found the right place! The theme this month is... Seaside!
Yes, we're announcing it early. No, you cannot start making your game now - unlike the last jam.
If you struggle to click that, here's the raw link:
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[16x16] |
Help Mr. Swop find stars by swapping tiles around!
Music and SFX by @mazmystic
Made for Lowrezjam 2026
Also on itch.io
Use the arrow keys to move and X/Z to see your stuff.
The game takes maybe an hour to 100%.

You can now die from caffeine overdose!
You can now be fired and become homeless in this late-stage capitalistic society!
The game is still very bare bones. Next I will add the Boss, which will be at that big table in this middle of the screen and slam down at it with his fists when there's too much uncollected paperwork.
After that maybe a time system, with each day becoming harder.
Then I'll fix the collision bugs... maybe.





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