I’ve been browsing PICO-8 projects lately and I think the limitations are probably the part I find most interesting.
With such a small canvas and limited tools, every choice seems more deliberate — how movement feels, which colours are used, or how much can be communicated with just a few pixels.
I’m still very new to this side of game development, but it’s been fun seeing how much personality people manage to fit into such small projects.

Instructions:
Use the arrow keys to navigate the maze. You must walk over each red checkpoint before progressing to the next level, which is triggered by the blue tile. Each checkpoint will also give you more steps, displayed in the top left corner. If you run out of steps before completing the level you lose.
About:
My main goal with this game was to better understand tiles and collisions. I also wanted to add some music and try making a game with levels.

Welcome to my game - OURO!! First release, feedback very welcome.
Controls
Arrows to turn · Z or X to start · Please post your biggest size!
About
Three rival snakes share your arena. They have names, they want the same food you do, and only one of you is getting out.
Made in PICO-8 by Banxie Games.
hello! im not sure if this will show up on anyones feed but if it does i have bought all 3 of lexaloffles games around 1 or 2 years ago but i needed to make a new account and since i bought them directly from this website and nowhere else i was wondering if anyone could help and or if i just need to rebuy?

As Facebook is wont to do, it showed me a "memory" today of what can probably be considered my PICO-8 Anniversary - 10 years today!
The PocketCHIP didn't last but the PICO-8 certainly did! I know I haven't released anything new in a while...life and all, but I'm always getting inspiration and jotting down ideas. Honestly, I can't even lurk on Blue Sky anymore because I see so much motivating stuff that it'll totally de-rail the projects I actually need to get finished! Curse you, all!
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To those that helped me get started both in code and concepts, THANK YOU.
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To all of those that have played my games and shared feedback, THANK YOU.
- To @zep maybe most of all...THANK YOU for making a platform that is as fun to create on as it is to play on.
I guess some of my games can be considered "classics" now after 10 years and they might be buried under piles of much better-looking and technically marvelous games, but I take pride in the fact that they largely still hold up even though they were early games in timeline.

fireheart!!
this game is basically like 99 nights in the forest, but like bad
here's my basically finished game
and tell me if anything is wrong or doesn't seem right
(also i might add a monster if i can figure out pathfinding)
keys:
arrow keys to move
x - use item in hand
z - change item in hand
items' usage:
axe - chop trees
sack - drop wood while in fire circle
cutlery - eat food
bars:
red - health
blue - warmth
orange - hunger
objective:
survive as long as you can while mantaining your fire and health

If you love the PICO-8 fantasy console, retro emulation, and DIY Raspberry Pi hardware projects, here is a custom setup designed to give you the best of both worlds: a ultra-optimized, dedicated system that turns a Raspberry Pi Zero (or Zero W) and a 1.44" SPI LCD HAT (128x128) into a standalone handheld console and a sleek retro desk clock when idle.
💡 Why Build This?
Building handheld consoles with small SPI screens on a Pi Zero often comes with performance bottlenecks—like dropped frames, high CPU usage, or the hassle of needing a USB keyboard just to connect to a new Wi-Fi network when you're away from home.
This project solves those issues from the ground up by combining a native C framebuffer streamer, zero-latency hardware interrupts for input, and a custom Python launcher designed specifically for 128x128 square displays.
✨ Key Features
âš¡ Low-Power Performance (C + mmap): Features a custom framebuffer streamer written in C (lcd_stream_c) that reads directly from /dev/fb0 using mmap and transfers pixels to the SPI display at 12 MHz—using just ~6% CPU.

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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#Spiderman: Picoday is a parody game on Spiderman brand new day.
Take control of Spider-Man and face off against the deadly Scorpion in a fast-paced shooting battle! Dodge attacks, fire your webs, and defeat your enemy before he takes you down.
How to Play
- Move with Arrow Keys
- x to shoot webs
- Defeat Scorpion to win!
Can you beat Scorpion and become the ultimate web-slinger? Give it a try and let me know your high score and feedback!





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