This is the version 2 of a game that I made before this that was called fishing.
controls
❎-exit title screen
⬇️-cast
⬆️-reel in
🅾️-shop
⬆️/⬇️-scroll
❎-buy item
🅾️exit shop
rules
test your clicking skills with this cool fishing simulator, and start buying upgrades to be the bigger fish to fry!
behind the scenes
I am very young, and this game took a lot of time to figure out. one of the pros was making the clouds, fish, and other scenery, because I really like to do art in the pico 8 style. one of the cons though, was how long it took to make this whole thing. It took about an hour to get the casting to work, and even more for the shop. nonetheless, I hope you enjoy this fun fishing game that I have spent so long on.
Made during Falling Block Jam 2026!
Controls:
Up - Hard drop
Left - Move left
Right - Move right
Down - Soft drop (Hard drop on Master★)
Z / C - Rotate (Counter-clockwise by default)
X / V - Rotate (Clockwise by default)
Rotation direction can be swapped in the pause menu at any time.
Screenshake effects can be toggled on/off at anytime in the pause menu.
To complete a puzzle you must fill in the pattern with bright tiles, without filling the board completely (excluding gutter) and without topping out.
Place tiles you don't want in the gutter. It will remove a determined amount of rows every few drops. The gutter is the three right-most columns, colour-coded purple.

Find 9 cats lost in a cave...
For the PICO-1K Jam 2026. 1024 compressed bytes exactly! 🐈 (As per the 1k jam rules the game does not use the spritesheet/map; it's 100% code.)
Instructions
Arrow keys to move, O to jump. Green walls are bouncy and sticky. Find 9 cats and feel satisfied (there's no game over screen).
Sprite & Map Compression
The only real feature of note folks might be interested in is the sprite compression which uses a basic RLE system.
sprite_string = ""
last_pixel = 0
last_runlength = 0
for idx = 0, 128 * 8 do
current_pixel = sget(idx % 128, idx \ 128)
if (current_pixel != last_pixel and last_runlength > 0) or last_runlength == 15 then
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=196938#p) |

If you're looking for a cozy game... this ain't it.

2 Player CO-OP Supported ✅
Controls
⬅️➡️⬆️⬇️ Point
🅾️ Shoot
❎ Hustle
Jenn
AKA Battle Boss Babe, AKA B3, first of her name, breaking of brains, the modern day Amazonian warrior queen, never backs down from a fight, and wears her emotions on her sleeve.
Chad
Calm, intentional, but ferocious. When the hyenas circle, he walks with an unbothered and unwavering calm, only lashing out at the time and place of his choosing. All are welcome to the jungle, but don't cross the king.

Hi everyone! I’m excited to share Mr. Dodgy, my very first PICO-8 game!
In this game, you play as a tiny computer trying to survive while collecting floppy disks containing system installation files. But beware: as we all know, the more software you install, the more bugs pop up—and they start spawning much faster!
Controls:
Arrow Keys: Move
X: Action
Since this is my debut project in PICO-8, I’d love to hear your thoughts, feedback, or any bug reports (pun intended!). Hope you enjoy dodging!
Check it out also on itch.io! -> https://noobsgames.itch.io/mrdodgy

According to the docs[1], SUB(S, 5, TRUE) should return a single character, but it returns the rest of the string in pico-8 0.2.7. The example code in the docs prints QUICK BROWN FOX instead of Q
(S[5] works so i'll just use that)
[1] https://www.lexaloffle.com/dl/docs/pico-8_manual.html#SUB
Welcome to Gustaw Explode.
My first Pico-8 game. A remake of my first tiny project made in Turbo Pascal in the early nineties (where I couldn't program anything more complex than "if button pressed - add 1 to food. if food >10 then Gustaw explode". I tried to add a little more to my original idea with some levels, menu and animations.
The idea is simple: keep Gustaw alive as long as you can, but don't overdo it! He tends to spontaneously combust. Can you get to the final screen?
🍔 Features:
- caring for your virtual pet
- some music
- bleeps and bloops
- stress-filled gameplay
- gamepad support
- picture of a rat
Feedback and comments most welcome!

Star Hopper
Star Hopper is an arcade shoot-'em-up in the classic vertical style. Pilot your hopper through seven levels of alien attack waves, blast asteroids for power-ups, and face a different boss at the end of every level.
Originally written for the Picocomputer 6502 (https://picocomputer.github.io/), Star Hopper has been rebuilt for PICO-8, with its art, music and enemy patterns carried over to the fantasy console.
Features
- 7 levels, 7 bosses. Each boss has its own attack. Some dive at you, some drop through the screen, and one hunts you along the bottom. Hit the glowing weak spot when it turns yellow.
- 7 enemy types. Zig-zag chains, formations, snipers that dig in and open fire, and chasers that explode when they get close.

Another autumn, another PICO-1k Jam. I love this jam so much ~ the 1024 byte .p8.rom size limit hits a sweet spot where every little design and code choice carries so much weight, and you end up with so many overlapping meanings, but still with a sense of broad possibility. For me the jam is like a tiny hyper PICO-8 inside PICO-8 that always carries me along to new places. Thanks @Liquidream for hosting and greetings to everyone taking part! You can find entries on the jam's itch page or on the BBS via the pico1k tag. And if you'd like to join, there is still just under a week left of September!

Hey guys! I just finished building my own PICO-8 handheld from scratch! It has a custom PCB, a Raspberry Pi Zero 2 W, and a CNC-machined aluminum case.
I made a video showing the whole build, including all the struggles and questionable life choices along the way 😂
Check it out on my YouTube channel if you're interested! Would love to hear what you think.
Welp, this is me. I'm an English teacher by trade, tiny character artist / animator by passion. Love Taskmaster, Tiramisu, Tetris and other T words (and blocks).
I discovered the land of Pico and I'm thrilled to learn the ins and outs and share my creations with all of You. Made my first game recently "Gustaw Explode" and though the code is far from clean I released it and I'm chuffed
(on itch.io so far, when I figure out how to post on BBS I'll make it happen)
Happy to be part of the community and will gladly answer any comments, questions or and hope to make some like-pico-minded people here.
Make mistakes, it makes you stronger!

Pico-8 Kung-Fu
A "demake" of Konami's classic 1985 game "Yie Ar Kung-Fu." Based on the MSX and Famicom home versions.
1 Player only.
2026-10-26 UPDATE: A new challenger approaches! Introducing Lang!
The lovely yet deadly Lang is now available as your second opponent. Try to beat her shurikens!
New features:
- New challenger "Lang"
- Persistent High Score
- Bonus life at 30,000 points, and a second one at 100,000 points.
- fixed a bug where, when hit by cpu while crouched, player sprite reverts to standing
- minor CPU behavior and collision tweaks
- minor sprite graphic tweaks

For a long time, I've watched each little community I enjoy be overtaken by commercial endeavors that are ill advised. I won't get into all of them, but I refuse to say that 'grifters ruined my hobby' when it wasn't them doing the damage or making the mistakes: it was people in the community that decided they deserved to be paid for the same thing that everyone else was already fine doing for fun/free without stopping to think first, "is this really something I should do? is this actually worth anything just because I want it to be?"
See, Pico8 was clearly stated by ZEP along time ago that it was for small experiments and learning and fun. None of those words contain 'commercially viable product' or even hints that this is what Pico8 is for/can do. Yet, folks seem to think they can sell their software not only as closed source versions of their game in standalone mode, but sell it TO THE COMMUNITY themselves.
Here's some analogies: "I wrote this poem for my poem group that meets up every sunday, but I made them pay for me to read it to them while they all recited theirs without asking for money". Or maybe you can think of it like going to an art show where there's a door entry fee we all pay and everyone pitches in, but there's the ONE SPECIAL GUY who set up his OWN room in the back and charges you to go into THAT room...instead the public gallery we all paid to view. I admit, maybe I'm missing something and folks think the correct analogy is 'this is a mall and everyone should be selling everything to everyone'. I don't agree.

It's yet another game of stacking blocks cleanly, filling in the rows,
and avoiding stacking too high to get the score as big as possible.
Too tired of the basic gameplay though? Don't worry, there's a handful
of ways you can shake it up. Make it easier, harder, or completely zany!
- Multiple gamemodes and BG songs
- Highscore tracking
- Customizable skins, controls, gameplay, and more!
Change Log
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