Hi !
This is my first game ever : a cross between Tetris and Suika Game !
Merge two blocks of the same color to create a new one. Merge two green blocks to make them disappear !
It's still in development, so feedback is welcome. The music is just a basic loop, don't bother with it yet.
If you're not familiar with Suika Game, you can play it here : https://www.lexaloffle.com/bbs/?pid=136042#p

A fast paced, 1980s-style "laser-hell" shmup.
This was written for lowrezJAM, and so uses 64x64 pixel resolution.
Detailed instructions (including a printable instruction booklet) on the game's itch.io page: https://dredds.itch.io/you-brought-a-gun-to-a-laser-fight
Title music by ridgek https://ridgek.itch.io/20th-century-ops.

henlo <3
in this update i add new sprites and fix collisoins xDD
next maybe i add a hud so score isnt just floating on screen??
after taht and some proper gameover screens id call it v1.0.0
if im not feeling lazy i could add screen shake and particles when drinking too much cooffe ówò maybe thats a v1.1
English
Features
★ A cooking puzzle game featuring cute chefs!
★ Control the cooking chopsticks to line up and match three identical blocks!
★ Matched blocks turn into cooking ingredients—try to make as many matches as you can!
★ Once the cooking time is up, the dish is complete! It’s a surprise to see what you’ll make! 🎁
Controls (PC/Mouse)
- Left-click: Confirm, select, etc.
- Left-drag: Scroll screen, slide blocks, activate ✨️Special Move Block✨️(ワザブロック), etc.
- Left double-click: Activate ✨️Special Move Block✨️(ワザブロック)
- F1 Key: Screenshot
- F3 Key: Start GIF capture
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This is sample code to explain the different ways to do Multicarting in Pico-8. The code is thoroughly explained in the folowing video:
There are two different ways to do Mutlicarting.
LOAD
By pressing X this cart will cycle between carts #multicart1, #multicart2 and #multicart3 on the BSS. It will also work locally if the files are named multicart1.p8, multicart2.p8 and multicart3.p8. The cart uses STAT(101) to recognize if it is being run from the BBS or locally.
Here are direct links to the other 2 carts
multicart2
multicart3

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.

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.

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!

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:

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).

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.
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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