radial flippy maze
inspired by @lucatron https://x.com/lucatron_/status/1296340853636517888
(252 chars)
e=124::_::cls(14)srand()
for y=-e,e,6 do
for x=e,-6,-6 do
z=y+x
local d=(x-64)^2+(z-64)^2
a=rnd{0,.25}+mid(0.25,sin((d>>14)-t()/4))
u,v=cos(a)*5,sin(a)*5
for q=0,2 do
line(x-q,z+q,x+u-q,z+v+q,8)line(x,z-q,x+u,z+v-q,13-(q\2)*6)
end end end
flip()goto _
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Hi all,
I'm currently working on a mini game about clearing leaves off a path.
I have the leaves as table objects, which can use mget to detect if they are over a path tile. I want to be able to create a number total of how many leaves are currently over path tiles, so that I can use it to trigger success if there are zero (plus some other features). Any suggestions on how I could achieve this? Thanks for any suggestions!

After a long ass time it's (actually) done. My remake of Antetris from the Apple IIGS.
As seen here, here was the original.
https://www.youtube.com/watch?v=ctC-xzkaPnQ
it is almost accurate... well MINUS the new features like:
- ENEMIES! the black blocks will become possessed and more hostile as you play, and will slowly begin to SHOWER you with bullets.
- Pressing down to speed up the blocks and slow down enemy fire!
- a life system!
- Useless number go up combo system
- A xzecret.
The game gets hard, so be ready.
UPDATE1 : NEW FEATURES.
- Pressing down now speeds up the blocks, but slows down the bullets.

After Tsoding's 3d engine tutorial
Tutorial:https://youtu.be/qjWkNZ0SXfo?si=F7SFWC2JgstOWEkG
Model taken from: https://github.com/Max-Kawula/penger-obj
Have fun!
So, yeah, basically, I made a version of Jelpi but stuff gets frozen in time instead of oofing. (it also works on particles)
It's cool.
(also BTW you have to go into the pause menu and restart the level from there to respawn)
I can't believe I just learned about PICO-8 last week! The Lua language is such a great fit for this project. This was my first project dabbling into the PICO-8 project. Back in school many moons ago we played around with trigonometry and that topic just fascinated me and we created many visual effects. This one was a few lines demo back then so I decided to port it over to PICO-8 and pushed it a bit further with a configuration dashboard that gives you the ability to adjust any parameter to make it your own. I was also interested in how the save state works, so everything that you change is saved when you exit the app, for the next time you launch it. I was interested in screen swipe effects which were successfully leveraged here and the use of the mouse option as well. I paid most attention to the config dashboard to make it as user friendly and intuitive as possible.

Hi everyone this is Spong my first game with PICO-8.
Spong is a very simple version of solo pong
Controls
While playing
⬅️➡️ to move the player
Main menu
❎ to start playing
⬆️⬇️ to select a skin for the ball
⬅️➡️ to select a skin for the player
Game over screen
❎ to restart
Features (just one)
- 4 Ball and player skins
A little speedrun tool I put together to see how much I can actually min-max the Derpy Derby.
My 37.0s run is before trying this out and with pure brute force, seeing how much further memorising it like this will get me.
--[[pod_type="gfx"]]unpod("b64:bHo0AGkAAABoAAAA8QxweHUAQyAQEATwAxQwFAAJUAQPFAQZBA4EGTAGAPA5BCkwKRRJBwUwKTQpFzAZRBdEEBlEBQdEEBkEDkQOJA4UGRQONA5UKRReRDkEUDQACQQZFJAJFAkkgBlUIAcIJwQJVBAHGBcI")
and here's the cute drawing of the horse I made for it :3
(this was quickly made, so just ctrl-r to restart)
Hey guys,
I've had a vague game concept in my head for long time, and just had a burst of motivation to start writing up some plans for a Pico 8 game/prototype.
The game idea is essentially turning the fun of a Dungeon Master creating a TTRPG campaign into a single player experience. What this means is the player would make choices at the start of the game like what setting to play in, what kind of classes, species, mechanics, etc, exist in the world, time period, genre, and so on, then a campaign is generated from those points which the player plays through and completes.
Obviously that's massive in scale. It's big and complex enough when you're just using your imagination and a pencil. So I'm cutting it down a lot so that there's only one setting to suit the small tileset, minimal text/story focus, stuff like that.
One cut I made was simplifying classes/mechanics/genre down to just three game types: combat, trading and exploration. You'd be able to choose one of those at the start and the levels would require you to complete tasks based on those themes. You would be able to unlock the other game types by completing the one you picked, and then you'd be able to combine them, e.g. a game where you need to explore for things to sell.

Pachink_Go
A game by Mc_Shredz
A game made for short burst sessions. I wanted the mechanics to be snappy, and the levels are procedural. There isn't really an end goal yet, it is just meant to be fun
I intend to add more modes where there is actually a goal in mind
code is by me, but I have used Claude for the music. No intention to break the user agreement, so if this is a problem, I will re-upload without sound, or will add my own music when I get some practice.
Controls
Direction Pad left and right aims the launcher
Press X to launch the ball
I finished my first game, so sharing it feels pretty exciting—and a little nerve-racking! I’d love to hear what you think. Any feedback, thoughts, or suggestions are very welcome. I hope you enjoy exploring Hexwood!
Hexwood
Lost in Hexwood. Hunted by its shadows. Can you escape — and free your soul?
🕹️ Retro Atari-Style Challenge: Easy to learn, hard to master!
Hexwood is a punishing coffee-break mini-game heavily inspired by the unforgiving difficulty of old-school Atari VCS / Arcade games mixed with a speedrun challenge. Expect a real challenge where death is part of the experience!
How to play
Explore its rooms, gather the items you need, and find a way through the obstacles in your path.

I made a combo cart to feature all of the PICO-8 submissions from this year. It was a blast participating in the jam, and I can't wait for next year!
The jam theme was "ま", which could be interpreted as "間" (space between), "馬" (horse), or... any number of other things, really.
Featuring...
- ma no bouken by @shoma and CornetTheory
- dit dit dah by @Kenta Saito and CornetTheory
- Manhole Brushers by @uchuzine @aulejey and @mabbees
Hello pico-8 people, this is not really a game, its more something that was born out of my laziness to actually finish a project i just started. Im posting this here in hopes the shame of it not being in a presentable state will bring me to work on it. That being said, theres no game, its just like, an introduction, a walking system, and the start of a combat system.
I live in Aotearoa, of pākehā heritage. It would be cultural overreach to make any sort of statement about bullfighting, but, personally, I don't really like it. I tried to think of a different setting where the joke still works though and couldn't, so here it is.
Known issues:
- the doors stick out into the arena. There's a fix for this but I'm not going to implement it, I'm done with this project for the moment.
Credits:
My brother for doing game jams with me.
MBoffin for their tutorial on game states: https://mboffin.itch.io/pico8-game-states
this tutorial on (among other things) animations: https://www.lexaloffle.com/bbs/?tid=44686
glies.itch.io/hubris





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