
Ame Shoot
In Ame Shoot you play as Hololive English's number 1 time traveling detective, Amelia Watson! You find yourself trapped in an underground cave. Fight your way out, and find out who trapped you here!
This game is my first full solo game release outside of game jam projects. I am very excited to finally be finished with my first pico-8 project and show the world my work! The whole process of working on this game and learning about pico-8 and game development was a blast. let me know what you think.

About
libSeven is a library for creating "Mode 7"-style 3D worlds, using billboard sprites for objects and flat textured planes for the terrain and other effects.
Features
- A data-oriented API where you maintain a userdata of points and feed it into different functions to transform, project, sort/clip, and turn the points into batches that can be fed into draw ops like
sspr. - A higher-level, object-oriented API for convenient drawing of scenes, with most of the drawing pipeline handled for you.
- "Mode 7"-style flat 3D plane drawing, with support for height, pitch, and FOV.
- Map caching to reduce the per-pixel cost of map tline3d.
- The system maintains a cache image that is updated as the camera moves (or updated once if the entire map fits in cache).

Simple CPU Monitor
This is a minimal CPU usage monitor widget, displaying only the percentage of usage.
Click and drag the window to place it in the system tray (pull down on the bar at the top), double-click on the window to close it.
It also acts as a demonstration of the settings library - an OOP library that defines a class and methods for storing and using settings pods, licensed with a permissive license (MIT). This library is in beta and under development. It supports sandboxed pods with the correct usage.
TODO:
- Create settings editor

DO NOT WIN THIS TIC TAC TOE
because the win condition is twisted.
The normal Tic Tac Toe rules apply but you have to master all 8 abilities.
Every round you can gain 5 points for every line, or use your random abilities to get more points.
Maybe this is not a solved game anymore.
Maybe if you unlock more abilities, you will know what the true ending is.
Maybe the only winning move is...
DO NOT WIN THIS TIC TAC TOE
Gameplay
- Play against CPU as the main game mode. Offline 2 player mode available once unlocked.
- Press (X), X to continue/place tile
- Press (O), Z to display information on abilities

Celeste Classic – Autosave Mod
An unofficial, lightly modified version of Celeste Classic.
Original game by Maddy Thorson and Noel Berry:
https://www.lexaloffle.com/bbs/?tid=2145
Restores level, timer, deaths, strawberries, and dash upgrades
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.

Rocket up, collect and try not to crash!
Your goal is to get as high a score you can with out crashing!
However... there is a mechanic that allows you to get MORE items from crashing. So long as you meet quota!
Strategically crash to get the highest score you can!
You can find more specific instructions in-game!
This game was originally made in <24hrs for the Stop Killing Games Community Jam 2026 but unfortunately refused to submit in time.
Now I update it here periodically for fun.
Enjoy!
Known Bugs:
This section is updated as issues are found and fixed!
FDV = Fixed in Development Version
No known bugs! For now...
Changelog:
Alpha 2.1 Fixes & Minor Changes
- The setter now runs based on whether SETTER_RUNNING is true or false rather than if SETTER_RUNTIME is greater than 0
- The X button no longer starts the game from the instruction menu
- Fixed the values of the squares being inconsistant with the in-game documentation
- Added variables to make tweaking the square values easier in the future
- Moved the version number below the title
- Added some extra decor to the menu
- The fire is now animated at the correct FPS once again
- Added variety
Alpha 2:
This is the first set of patches and fixes since the first public version.
This update also served to re-familiarize me with the code. It's a mess.
You can find the older versions on my itch.io profile of the same name (soon).
Since this program was originally written in a single day for a jam this code was a nightmare to touch up.
Expect more updates in the future!
The Goal is at least 1 new alpha release every month.
No promises!
Below are the changes I made in the order I made them.
- Added input delay for death menu to prevent reviving too fast
- Changed generator dialog to "GENERATING ITEMS" instead of "GENERATING TILES"
- Stars reach the edge of the map
- Added fuel limit
- Added unique variables for fuel, starting fuel, and the NEW fuel limit
- Only squares will now contribute to collection goal
- Game version is now shown in the start menu
- Changed menu dialog for the item setter for clarity
- The left and right edges of the map now correctly behave as walls (BUG 01)
- Cleaned up the code a bit (just a bit)
- Fixed the 2 misspellings of "SQUARE" on page 2 of instructions
- Tweaked the values of the squares in relation to their color to be consistent with my older projects, gas has been left the same
- Adjusted instructions to be consistent with new changes
- Changed death screen generator notification
- Changed notification text to green
- Added background to notification
- The notification now blinks and blerps to get your attention!

I don't know enough about Pico-8 to know how to move forwards with this.
This game has been running fine until today when I added a section of code. Now, the game won't run at all, but gives errors like this:
syntax error line 1178 (tab 0)
::turn_right::
<goto turn_right> at line 1097 (tab 0) jumps into the scope of local '(for compound)'
There's nothing wrong with the code there or anywhere near there, and certainly no scope jumping.
What's really curious is that the error changes if I start commenting out code. For example, comment out everything in the ::move_seeker:: section. Now the error returned is "Unclosed function" at the line where enemy_move() starts - which again is a spurious error.

FLAIL RAIL
An intense single-cart physics roguelike where you control an overclocked kinetic flail held together by sketchy jumper wires and sheer vibes.
📜 STORY
You are a test probe dropped onto a breadboard from hell. Swarms of parasitic circuit bugs and high-voltage bosses are flooding the arena. Swing your Verlet
physics cord, parry bullets, bounce off pinball bumpers, and stack 18 overclocked mods before the magic smoke escapes.
🎮 CONTROLS
* Mouse: Swing flail & aim
* Hold Left Click: Reel cord in (build tension charge)
* [b]Release Left Click






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