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Allow me to present my first complete Pico8 project. After six years of experiments I've finally worked on a project to completion. It's a Roguelite version of the old 'rocket drops down a tunnel' game from the 1980s. Smash into the wall and claim ore. Smelt new missile components. Upgrade your steering, explosive yield and braking ability. Go deeper and deeper claiming rarer and rarer resources in your mission to shatter the entire planet.

This has been tested on various gamers who all enjoyed it very much. I personally enjoyed several hours both playing and fine tuning the balance. Enjoy it for fifteen minutes or commit to half a dozen prestige levels. The sky is (ironically) the limit.

EDIT: Autosaving has been added and occurs upon each launch.

Cart #missile_in_a_mineshaft-1 | 2026-09-03 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #wegujiruru-1 | 2026-08-30 | Code ▽ | Embed ▽ | No License
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Boxed Apart is a little puzle platformer about Boxy and Boxette, two boxes that have been separated and are trying to find their way back to each other.

You control both characters simulaneously so every move affects them both. A simple jump for Boxy might land Boxette in a spike pit and vice versa!

This is still a work in progress, and it's my first game. That said' I'm mainly posting to get feedback and see what people think so far. There is definitely more I want to add and polish.

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Cart #attuneglass-0 | 2026-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hi Folks!

I've really been enjoying everything on Pico8 for the last few weeks since it was recommended to me!
Figured I'd try to port over my iOS game by the same title.

This is a pretty simple metronome game to help focus on timing. I personally use the metronome mode as a fun alternative to full fledged metronomes when practicing music. For example for swing jazz tunes I would often set it to around 100 and use that as the 2/4. It won't do much for you for odd meters or 3/4 3/8 feels though unless you just use it as either 1 or 2 haha...

Anyway, really hope you enjoy!

Won't lie, I did use AI help to port it over as I am not familiar with pico8 format and wanted a quick solution..

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So I did this a few days after I got Picotron for the first time. I was inspired by Endfield's .mod player to make my own one. (I even checked how Endfield's sample mixer worked to make my sample mixer more optimized).

This uses luchak's PCM sample code as a base for outputting 8-bit PCM samples at 44.1kHz (I have noticed that there are resampling issues at least on the macOS and linux versions of Picotron when I use this script).

I was also inspired by my scener friend Nightshade's (currently unreleased) Picotron .mod player, which is less optimized than mine but has a nicer GUI and might have more accurate player logic? (afaik). I might also improve the GUI of this player a bit, but I'd have to learn how to detect when the program's window isn't rendered (or isn't shown), since I set both background_updates and background_draws to true when setting up the program's window (in order to make the program run in the background while in the code editor, etc.)

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Cart #yatubikede-0 | 2026-08-29 | Code ▽ | Embed ▽ | No License
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This is my first Pico8 game that I did by myself, without following any tutorials!

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Cart #zikugitusu-0 | 2026-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Hello!!!

I am not sure if this is the right place to post this, but I have been having trouble trying to get this collision to work. I am new to PICO-8 but I know collision has been a pain for many... But anyway, I have followed a couple of tutorials regarding collision and have a collision system working, but I cannot figure out how to let the player slide on walls while holding a directional key into a wall for both the x and y axis. I have tried to make a detection system that would detect which side the wall is regarding where the player is, but it did not really work out. If someone has any idea on a method to either allow both collision functions to run without interfering with each other or a way to detect which wall is stopping the players movement or any other idea that could help, that would be appreciated!

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Cart #mandelbrot_v2-5 | 2026-09-09 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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The Mandelbrot set

This is a plot of the number of recursions it takes for a point (on a complex plane) to either form a cycle or fly off to infinity.

Pico-8 has a limit on the precision of numbers so you can only zoom in so much. Technically speaking though there is an infinite amount to explore.

Controls:

Use your arrows to pan around and circle and cross to zoom.

Colour Palette:

To change the colour palette, open the pause menu with P or ENTER, and cycle through the options with your arrow keys. Press enter, P, circle or cross to close.

Recursion Limit and Exponent:

These values can be tweaked in menu like the colour palette to your liking.
A higher recursion limit allows you to see finer detail in the fractal at the expense of performance.
The exponent is purely for aesthetics, and allows you to change how the colours are rendered. (This may need some tweaking and changes)

Version 2.4 change log and a note on higher precision:

  • Hidden colours added to improve colour gradients.
  • Added colour invert setting.
  • Improved gradient calculation. (Further improvements needed, suggestions welcome)

On higher precision:

I vibe coded an experiment with combining variables to improve precision, however the functions impact performance a lot, so there's little point in publishing it. Though I would have to implement it by hand in order to publish, at this stage I don't think it's worth it. Let me know your thoughts on if it can be done efficiently or if you'd like to see it anyway.

Version 2.3 change log and future plans:

  • Optimised performance by refactoring code, removing expensive maths calls, localising variables and streamlining the frame drawing process. NOTE: Claude did suggest some of these but all code was written by hand.
  • Menu buttons for recursion limit and exponent added.
  • New green colour palette added.

Coming soon:

  • More colour palettes! secondary colour palette? (done)
  • Replace exponent with better colour space maths... (done-ish)
  • Investigation into compound numbers for very fine detail rendering. (done -- not worth it)
  • Recursion functions with exponents other than two i.e. Zn = Zn^3+C

This has been a great project and it's been amazing to see people appreciate it as much as I have. I'm happy with what I've achieved in this. Besides the expanded colour palette, the other future features may be a while off due to the research they will require and may be part of a new version 3 if I can call it that. Version 1 is not on BBS but there are many others like it, I thought it was too ugly to post xD.

Previous versions:

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Cart #lab_escape-0 | 2026-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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This is my first game! I wanted to learn how to make a game on Pico-8 before I moved to a more powerful engine. I figured this would be a good test.

The game is based of Metroid. No enemies, just exploring the map and finding upgrades.

Feedback is greatly appreciated. I made it over a few evenings after work. I haven't coded in years, so it's not very compact and probably horribly inefficient. That being said, I'm still quite happy with it. I had a ton of fun with the map. It was a fun process drawing it out on paper and making it on the computer.

It's also the first time I've ever made any sort of music or worked on pixel art, so there's plenty of room to improve.

Not sure if I'll make any more Pico-8 games, or move on to something else (or do both).

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Gogh Maker 0.11

description

Gogh Maker is a background and screensaver generator. It allows you to create trippy procedural screensavers by tweaking a number of parameters.

Gogh Maker is in an early stage of development.

hotkeys

Up / Down: Scroll
Left / Right: Change value (contextual)
Z: Confirm (contextual)
X: Back (contextual)

Shift and Control can be held while changing values to increase / decrease in larger increments.

roadmap

  • Turn everything into userdata for performance improvement
  • Simplify menus, it's real confusing in there
  • Add export to screensaver / background / appdata

changelog


0.11:

  • Changed appdata folder name from "gogh" to "goghmaker"
  • Fixed preset initialization
  • Made UI more readable
  • Fixed UI width inconsistencies / cut-off text
  • Added cosmetic preview for custom colors
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Cart #dnd1976-0 | 2026-08-29 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

This is a re-implementation of the 1976 mainframe game, 'dnd', one of the first dungeon crawlers.

I began with the intent to make a faithful port of the original game. But then I realized that 1) all of the original content probably couldn't fit under the pico-8 token limit and 2) the original rules weren't actually that much fun.

So, this version attempts to introduce a more modern loop, progression, and difficulty curve while preserving the flavor of the original.

The default art is ASCII but it also includes some simple sprites.

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Cart #traps_on_the_run-0 | 2026-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA


Endless randomly generated platformer where you traverse the temples and avoid traps.
Run from the raging void and get deeper into the temple.
The game "scales" by making the void faster and placing more traps the more times you've made it to the end.
Remake of an old niche Scratch game, a lot of things have been changed to make it different but the general idea is the same.

Controls
Left / Right - Move Left / Right
Up / Z - Jump

Down (while moving) - Slide
Up / Z (while sliding) - Slide Hop

Down (while on grate) - Fall
(Grates are the super thin platforms that can also be jumped through)

Any feedback is greatly appreciated!

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Cart #namify-1 | 2026-08-28 | Embed ▽ | License: CC4-BY-NC-SA
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namify 1.01

description

namify is a random name generator. Generate and copy up to 25 random names, or use the included names.lua script to implement the generator in your own programs!

All name parts were sourced from census.gov.

ACCESSIBILITY NOTE: Namify runs a live simulation of rapid name generation. Increasing the names generated per batch higher than 3 - 4 can result in rapid flashing. An accessibility mode has been added which limits screen updates to once per second, or once every 60 frames.

If you experience photosensitivity or would like to avoid viewing rapidly flashing text, then please answer "Yes" to the Photosensitivity Warning at the start of the program.

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Cart #jtnr2-4 | 2026-08-31 | Embed ▽ | No License
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JOURNEY THROUGH THE NIGHTMARE REALM II

You found your new obsession in the back of a local arcade. You've never seen this arcade!
JOURNEY THROUGH THE NIGHTMARE REALM II

You and your friends are certain: You MUST beat this arcade and score a spot on it's leader board. After your first run you get awarded a booster pack filled with different cards. On your next run you get to use them: Insert an ability card and use it IN-GAME!

Gather your friend and get them to help you beat the bosses in this game. You can play it on your own or combine your powers to get even deeper into the nightmare realm!

On your path you will encounter lots of enemies, bullets and slot machines!

These big and chunky machines have started appearing in the nightmare realm. Spend coins you've gathered on spins to get new items and powerups. But save at least one coin to revive a fallen friend!

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Cart #pushypenguins-1 | 2026-08-28 | Code ▽ | Embed ▽ | No License
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Cart #spellshot-1 | 2026-08-29 | Code ▽ | Embed ▽ | No License
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Cart #flappingbird-2 | 2026-08-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Made my first game ever, just a simple clone of flappy bird. :)

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so I made a physics engine
and then I improved it
edit: and again
edit 2: moving this to blogs nobody looks at the subsections
yay
let's call it thisisatinyphysicsengine for no flipping reason :b
anyway here is a demo
(note that this is not a completed game, it is just a proof)
yes the old code is in there I don't have time to change it

Cart #tiatpe_demo-1 | 2026-08-27 | Code ▽ | Embed ▽ | No License
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make collidable objects flag 0
call upp(player) inside update
player should look like:

 p = {
  x = 16,
  y = 16,
  vx = 0,
  vy = 0,
  a = 0,
  f = 0.85,
  s = 0.5,
  g = 0.3,
  gr = false,
  h = 7, -- don't ask why its 7 idk it just works if anyone knows math pls let me know

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=195338#p)
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Cart #horse_speedcutting-0 | 2026-08-27 | Code ▽ | Embed ▽ | No License
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A small game where you take care of your horse and compete in cutting competitions

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Cart #castello-6 | 2026-08-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Castello

An homage to the old castlevania games with sluggish controls, but without the linear platforming. Explore the world to find orbs that open doors and other useful items that help you get through the castle to defeat the evil lord.

I want to also thank designers of the following games for inspiration

Mush - Demon Castle
JulianR - Subsurface

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