A little one screen demo serving as an invitation for the Demoparty "Deadline 2026" in Berlin (4-6 of october). Released at Evoke (Demoparty in Cologne) last weekend.
It was my very first release as a coder. Normally, when I do something in the demoscene, I make music on Amiga (Protracker). So this was a firstie and I learned a lot!
The tune "Berliner Luft" (Berlin air) origins from an operetta from 1904 and is one the best known modern folk song melodies in Germany.

The standard Minesweeper we're all familiar with.
I tried to make controls equally comfortable for both mouse and gamepad. Quick cursor movement with the gamepad.
The 6x6 pixel grid allows for a large enough field on the screen and a legible font.
I've also added a feature that I think this game is missing: right-clicking on a cell with a number.
Thank you for playing!


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.

Quick Lore
After a battle campaign that lasted months, you and your army have arrived at the gates of the enemy fortress. The objective? To rescue the princess who was kidnapped from the Kingdom of the Sun. The woman who carries all the hope, light, and salvation for a world consumed by war.
You wake up at the camp, ready to save her, no matter the cost… even if it costs you your own soul.
How far can obsession take a knight?
Controls
Arrows: Move
Press (X): Light Attack
Hold (X): Heavy Attack
Press (O): Interact
Hold (O): To heal — provided you have enough obsession
Start→Inventory: To see your items and registers
More
Golden knight is an experience by Pollen Studio, and it took about 25-45 minutes to be finished by our playtesters.
If you're looking for a long experience, with an open world, dialogues, npcs, exploration and a soul…
Then there's someone awaiting for you in the fortress, or at least should be.

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

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
- Fuel can be a negative value
Changelog:
Alpha 0.2.2 October 1st, 2026
Changes and Improvements
- Code for the new main menu is now in the game but is currently inaccessable in-game
- Changed the death screen notification to say "GO TO THE MENU TO GENERATE NEW ITEMS" rather than "GO TO THE MENU TO GENERATE NEW TILES" for clarity
- Changed the fly button to O (z) from X (x) (may change again later)
- Change the instructions to the new controls
- Removed UP and DOWN from "UP DOWN LEFT RIGHT TO MOVE" in the instructions menu
- Added an apostrophy to "SHUTTLES" making it "SHUTTLE'S" on page 4 of instructions
- Unrotated squares now generate alongside the original rotated squares, as a result fuel is now 33%~ rarer
- Optimized various elements to use less RECTFILL statements (I learned that RECT exists)
- Made the necessary changes in the menu to account for the new versioning style
- Shrunk the top bar by 1 pixel off the bottom
- Player Rocket now consumes 20% less fuel
News:
What's in the works?
-
I'm currently working on a new menu for the game.
The current menu will eventually be removed in favor of the new one. -
I will also be rewriting the instructions.
This will serve as practice for the new feature I have planned. - I got some other features planned I'd like to leave as a surprise. ;)
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

Fly by science and by feel in this space gravity physics adventure!
Complete missions as you advance your spaceflight skills.
Flight Controls
x: thrust; increase translational velocity in the rocket's current angle
left: increase angular velocity; rotate counter-clockwise faster or clockwise slower
right: decrease angular velocity; rotate clockwise faster or counter-clockwise slower
z: display alternate stats (for select missions)
pause: menu option to restart mission
Flight Telemetry Gauges
x: distance to the right of the center of Earth, negative is to the left
y: distance above the center of Earth, negative is down
θ: your rocket's current angle; radians/pi

I've been playing around with PICO-8 to explore what it might be like to use for computer game art and philosophy. Here's my latest:
NHS Manager
A tiny art-game about public healthcare in modern Britain.
"This was the first time I addressed a contemporary political issue in an art-game. I thought it would be interesting to make a simple simulator about being a manager of an NHS hospital. I used to play games like Theme Hospital and Sim City. They always had a sharp satirical edge, something that was lost as the genre developed in the 2000s. Given the pressures on the NHS today, I wanted to go back to that. Like many people in Britain, I've received fantastic care from the NHS. But there's also times when I've been let down. And I've lived through all the rounds of 'reforms'. I even worked as a healthcare assistant for a bit, back at the Norfolk and Norwich Hospital when I was first swapping PICO-8 carts. This game is both a love letter to and a playful satire of an institution that we need more than ever."






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