Flappy Bird (PICO-8)
A tiny retro remake of the classic one-button flyer, built entirely from 8x8 tiles. This is my first game, so go easy on me! Tap the X or O button to make the bird flap — let go and gravity takes over fast, so timing is everything. Weave through the gaps in the pipes without clipping the top, bottom, or floor to rack up your score. Miss one, and it's game over — press the button again to jump right back in.
How to play:
X or O button — flap / start / retry
Each pipe you clear adds 1 to your score
Touching a pipe, the ceiling, or the floor ends the run
Added back the tilemap and improved the fog/darkness made the player crouch and finally cleaned up some code, things have been going great and I cant wait to actually start making a game, I've always loved the little hidden areas in nsmbw or in animal well.
(Should I just keep updating this post? I feel like this isnt a gif anymore but a devlog page)
(9/7/2026)
Testing physics for a game, will soon provide the code as a playable cart, since I have some questions about the quality of the code. have a lucky day!

Combine the clocks until there is only one clock showing 12 o'clock.
Write your own puzzles and share with other players.
This was written for the Pico-1k Jam 2026, in which games have to use a maximum of 1024 bytes of compressed Pico-8 code. This game uses 1023 bytes. There was no room for niceties like a title screen, level selector, in-game instructions, etc.
A polished version of the game, with all those things and more levels is here: https://www.lexaloffle.com/bbs/?tid=159433
Paste a Puzzle
Before you can play, you have to paste a puzzle into the game:
Copy the text of one of the puzzles below, or a puzzle you wrote yourself, or received via social media.

What's this? A mixtape from your friends?? Amazing!
.✧˖°.Track List.✧˖°.
- Here Beside You
- Before You Go
- Isekai
- Strawberry Crepes Forever
.✧˖°.About.✧˖°.
Retro Rewind is part of the Tomodachi 8-in-1 collection, along with Revolutionary Girls and Spooky Stylin'. You can get the full bundle on itch https://illuminesce.itch.io/tomodachi-8in1 , which even contains some chapters not yet released on the BBS! (or you can wait... they'll be here eventually)
Also, if you like my music, you can get it on my Bandcamp https://mabbees.bandcamp.com/album/retro-rewind-1
LASER MAZE
Bend light, power up pods, and clear every level in this sleek, laser-focused puzzle game! Position and rotate your mirrors to guide the beam to its final target. To unlock the receiver, you’ll need to activate every pod on the grid and use every mirror in your inventory. Precision is key—can you master the angles?
Built under the strict 1KB code limit for the Pico-1K Jam, this minimalist title features a deterministic, seeded generator that delivers an "infinite" supply of solvable (hopefully...) levels—perfect for quick, bite-sized spatial logic sessions, even if maybe not extremely challenging in some cases.
Controls:
Z/🅾️ - to place or remove a mirror
X/❎ - to rotate a mirror
Change log:
- Improved code a bit - current 1017 (minified)
- Increased the initial energy, now you have around 30s and not around 20s to complete the levels
- Added level indicator so you know your progress
- Fixed: Pod double count on multi passing lasers
- Fixed: turn cap respected in the generator
- Fixed: Win condition was counting mirrors, not mirrors hit by the laser

Submission for the 2026 National Film and Television School "Game Poem" Jam, September 7-8 2026
A few tiles are from the excellent Canari 8BIT TopDown Pack by Johan Vinet/Canari Games
All other art/music/programming by me
A simple graphical / physics demo for the PICO-1K Jam 2026 which models four connected springs that each have a mass on the end. Each spring is connected to the bottom of the one above.
The top spring can be moved around using the cursor keys. If you wiggle it around you can see the cascading resonance or "whip" effect.
k = 0.3 -- this is the spring stiffness
d = 0.87 -- this is the damping
m = 5.0 -- this is the mass
x & y -- coords of the top spring
vx & vy -- velocity of the mass
rl -- is resting length of spring
The compressed byte size of the cartridge is 512. I've made very little effort to save bytes because the program is so simple in the first place.
Updates!
This is my newest update to the Pico8 Balatro port.
In this update I've added:
- Planet cards (hand levels)
- +17 new Joker cards
- Seudo Tarot cards (I'm not in love with how I've implemented tarot cards for the 8ball, will fix later)
Controls:
- Mouse: select/drag | Holding Right click shows descriptions
- X: play/buy
- C: discard/sell
Rules:
Basically the same as base Balatro with some exclusion due to pico8 limitation + me probably being dumb.


Princess Mochi has a jetpack, two pigtails that never quite keep up with her, and a whole town's worth of mochi to carry home before dark.
UFOs always flank her in single file, then dive straight into her.
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[8x8] |
The pigeons mean well. They fan in, arrange themselves into a very tidy little ring, and shoot at her anyway.

This is my first pico-8 game that isn't a tutorial! It's a little janky, but I'm happy with it.
Press x to shoot your speargun, and z to dodge-roll. Spear the lionfish to move onto the next room. Certain fish and objects do damage (the ones you would expect- lionfish, jellyfish, sharks, hooks, etc.). There are seven levels, and you have 5 health points. Make it to the end for some cool boss fights.
Kairu
A strategic territory game inspired by Kulami, made for PICO-8.
Place your marbles to claim territory while restricting where your opponent can play next. The board gradually changes as spaces are occupied, creating a game where a move that looks good now can set up — or ruin — your next several turns.
Kairu includes:
Single-player mode with an easy/hard AI opponent
Local 2-player mode
Territory-based scoring
Condensed rules included in cartridge but full ruleset can be found online
This started as an experiment to see if I could build a Kulami-inspired game in PICO-8, and gradually turned into a proper little game of its own.
Enjoy!
Survive the boss for as long as you can!
Controls:
Use LEFT, RIGHT, and UP (or X if you're using a controller) to fly around.
Press O to dash.
Press DOWN to heal (as long as the cooldown is not active.)
Tips:
- the screen wraps around. Use it to dodge attacks if needed.
- your hitbox is relatively small. It's never too late to squeeze out to safety!
- there is no cooldown on the dash ability. Just be careful not to dash right into an attack!
This game was inspired by late-game Terraria bosses, including the wing-based movement and the bullet hell gameplay.
Let me know what you think!
Attack Patterns:

I am currently trying to make an incremental game as a practice project and I can't even get my values to print out propperly. I know the current code might look wasteful but I'm trying to make something that is scalable and would save tokens in the long run. I know my counting code works but once I tried getting fancy with the print functions it blew up in my face and only returns 0.
Is there just no way to utilize variables from a table?





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