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Cart #kinahoruka-0 | 2026-10-17 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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X-NOID is a hardcore PICO-8 brick-breaker inspired by the arcade original.
All 33 original arcade stages are here — including the final boss.
You also get the complete power-up set: Slow, Catch, Expand, Disruption, Laser, Break and Player/Extra Life.
Made for true hardcore players.

Controls:
← / → – Move
Mouse – Move the ship horizontally
X – Speed up the ship
Z – Fire / launch the ball
Left Mouse Button – Fire / launch the ball

Cart #xnoid-9 | 2026-10-17 | Code ▽ | Embed ▽ | No License
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5 comments


Cart #hungry_dough-2 | 2026-10-19 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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HUNGRY DOUGH

A tiny eat-everything game for PICO-8 by Milena Sorokina

Grandma Betty flew off on holiday to Mars and told her grandson Bob to feed
her sourdough starter every day. Bob forgot. For three whole weeks.
Now the dough is very, very hungry, and it is not going to stop at crumbs.

Inspired by Tasty Planet by Dingo Games.

CONTROLS

D-pad ......... move the dough
B ............. confirm, next line of the story
A ............. back / skip the story
Start ......... PICO-8 pause menu

HOW TO PLAY

Eat everything that is smaller than you and grow.
Stay away from everything that is bigger.

Every level gives you 60 seconds. The bar at the top shows how big you
are and how big you need to be. Reach the goal before the time runs out.

Big things that stand still just block your way. Things that hunt you
or drive around hurt: one hit makes you a little smaller and knocks
you back. After a hit the hunters give you a few seconds to get away.

If the time runs out, press B to try the same level again.

LEVELS

1 The Jar ........ microbes, yeast and flour in the forgotten jar
2 The Kitchen .... crumbs, sugar, buttons, ants, spiders and the cat
3 The Garden ..... snails, squirrels, rabbits, foxes, dogs and cows
4 The Town ....... people, cars, buses, houses, towers and the army
5 Space .......... satellites, rockets, UFOs, the Moon... and the Earth

In space an arrow at the edge of the screen shows where the Earth is.
Grow big enough and eat it.

SETTINGS

Music: on / off
Sound: on / off

DEVELOPER MODE

Open CREDITS and press B B B A A A.
Pick a level with LEFT/RIGHT and press B to jump straight into it.
Press A to go back.

TIPS-SPOILERS

[hidden]Shy animals only run away when you get close, so come at them fast.
Bigger meals make you grow much faster than crumbs.
In the town, cars and police can only drive on the roads. The lawns are safer.
In space, eat the Moon on your way to the Earth.

[ Continue Reading.. ]

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6 comments


Cart #tozugroz-1 | 2026-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Hey gang, this is my first game. Complete and utter beginner here so go easy on me lol.

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3 comments


Cart #tower_defense_milena_sorokina-0 | 2026-10-16 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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CASTLE DEFENSE

Tower defense game for PICO-8 by Milena Sorokina

The earth has split open beyond the hills, and monsters are marching on the
castle. Build towers along the road, stop every wave, defeat five bosses and
save the kingdom.

CONTROLS

D-pad ......... move the cursor
B ............. confirm: build, choose, start a wave, next text
A ............. cancel / back
Start ......... PICO-8 pause menu

Tip: on the title screen, the button you press to start becomes the
confirm button for the whole game.

HOW A GAME GOES

5 rounds, each with its own map, music and boss.
Every round has 5 waves. Wave 5 brings the boss.
The castle has 20 hearts. Every monster that reaches the gate takes some.
A boss that reaches the gate takes all of them.

Between waves there is no timer. Take your time, then go up to the GO!
button in the top right corner and press B.

If the castle falls, the game is not over: the round starts again with the
gold you had at its start. From round 2 on you first get back to the shop,
so you can spend your upgrades differently.

After a boss is defeated all towers are removed, and you get back every
coin you paid for them plus a bonus. Then the shop opens.

BUILDING

Put the cursor on grass and press B to open the tower menu.
Press B on a tower you already built to MOVE it or SELL it.
Selling and moving never lose money: you get back exactly what you paid.
Every tower on the map makes the next one 15% more expensive.

Cannon ......... 50 hits one monster at a time, the main damage dealer
Ice tower ...... 60 slows monsters down
Fire bowl ...... 80 throws fire on the road, the puddle burns everyone in it
Lightning ..... 100 jumps between up to 3 monsters (buy it in the shop)

SPEED

While a wave is running, the GO! button turns into >>.
Hold B on it and the game runs twice as fast. Let go to slow down again.

SPELLS

Spells sit in the top left corner, under the hearts and gold.
From the top row of the map press UP to get to them, LEFT/RIGHT to pick one,
B to cast. Press UP once more to reach GO! / >>, DOWN to go back to the map.
Spells only work during a wave and need time to recharge.

Boulder (round 2+) ...... pick a road tile. The boulder rolls straight back
against the march until it hits grass and crushes
every monster it touches. Bosses only take a hit.
Poison (round 3+) ....... hurts every monster on the map at once.
Pentagram (round 4+) .... pick a road tile. Monsters inside the circle switch
sides and fight their own kind. Bosses resist it.

MONSTERS

Slime ......... slow and weak
Ghost ......... fast; the first two hits go straight through it,
but fire burns it right away
Skeleton ...... slow and tough
Small orc ..... the toughest regular monster

BOSSES

Round 1 Slime King ......... splits into four slimes when it dies
Round 2 Ghost King ......... becomes untouchable for a moment every few seconds
Round 3 Skeleton Rider ..... fast
Round 4 Orc ................ charges forward every few seconds
Round 5 Demon .............. summons skeletons, fire only does half damage

SHOP

Damage .... +20% damage for all towers (5 levels)
Speed ..... +15% firing speed for all towers (5 levels)
Greed ..... +25% gold from every monster (5 levels)
Lightning . unlocks the lightning tower

Money spent in the shop is not available for towers in the next round,
so choose carefully.

SETTINGS

Difficulty:
easy ..... all monsters and bosses are 20% weaker
normal ... the classic game
hard ..... bosses give no bonus gold, towers hit a little softer
Sound: on / off

DEVELOPER MODE

Open CREDITS and press B B B A A A.
"dev: round 1 2 3 4 5" appears at the bottom.
Pick a round with LEFT/RIGHT and press B to jump straight into it,
with some gold and upgrades as if you got there yourself.
Press A to leave the credits.

TIPS-SPOILERS

[hidden]Start round 1 with cannons, ice and fire are helpers.
Place towers where the road bends, so they reach it twice.
Maps 4 and 5 have several roads: don't leave any of them uncovered.
Keep the boulder for the boss wave.

[ Continue Reading.. ]

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2 comments


Cart #klondike_solitaire-1 | 2026-10-23 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[Note: full screen recommended when using touch mode]

This game is an adaptation based on several excellent pico-8 Solitaire carts:

Main game and engine sourced from "Solitaire" by Frost_byte
https://www.lexaloffle.com/bbs/?tid=147661

End-game card cascade sourced from "Klondike" by Supernova3339
https://www.lexaloffle.com/bbs/?tid=159372

This game has some modifications based on my preferred playing style and memories of Windows 98 Solitaire (minus scoring/statistics tracking which I purposely excluded). Deck has been re-designed with original tribute to Windows 98 palm tree deck.

There are many additions and changes from the Frost_byte version; the current feature set is described below:

[ Continue Reading.. ]

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my first pico-8 game. hope you enjoy!

Cart #flappybirdripoff-0 | 2026-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #zpppp-0 | 2026-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Presenting ZPPPP (Zero-Player Procgen Plant Plaything), another input-free PICO-8 toy for your enjoyment.

Watch a bunch of randomized vines grow inside your square-shaped greenhouse, then pause to admire them for a bit when they're finished. In a few moments, they'll clear away, and a new set of vines will start growing.

Press (X)/X to start the game, and (O)/Z to toggle the glare.

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Cart #vgda-0 | 2026-10-15 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

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Cart #picopanther-0 | 2026-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Alright, so I've been trying to get some animated sprites to work using tables, using a tutorial for guidance. However, upon trying to run the following, I am hit with a Syntax error about an unclosed { on enemy1 and a runtime where it's trying to call upon a string value? I'm not sure where the mistakes are here, so I was wondering if anyone else had any ideas?

This bit of code is on it's own tab, with the other tab's contents working totally fine, if that affects anything.

I feel like it's something really obvious I'm just not seeing.

Anyways, thanks.

function _init()
enemies ={}

		enemy1= {
			e_sprite=16,
			x=-20,
			y=5,
			timing=0.1,
			speed=1.25
			first=16,
			last=19
		}

		enemy2= {
			e_sprite=20,
			x=-14,
			y=30,
			timing=0.2,
			speed=0.4,
			first=20,
			last=23
		}

	add (enemies,enemy1)
	add (enemies,enemy2)

end

function _update()
for enemy in all (enemies) do
		enemy.e_sprite+=enemy.timing
			if enemy.e_sprite > enemy.last then
			enemy.e_sprite=enemy.first
		end
	end

		enemy.x+=enemy.speed
			if enemy.x >127 then
			enemy.x=-8
	end
end

function _draw()
	for enemy in all (enemies) do
		spr (enemy.e_sprite,enemy.x,enemy.y)
	end
end
4 comments


Cart #doomerang-3 | 2026-10-13 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Controls

Arrows: move
X: roll/dash
Z: (hold, then release): charge and throw your boomerang. Release to throw. Boomerang can be caught again mid-flight, or picked up once it falls

Goal
Survive as many waves as you can

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I'm doing a breakout project for a class, and I'm currently trying to figure out how to get rid of breakout bricks that have collided with a ball.

The collision works just fine (kind of, my collision function has a thing where the object can go inside another object and just bounce repeatedly until it's no longer inside said object), but what I'm currently struggling with is making sure the brick object gets removed from the screen.

Theoretically, if the ball where to hit a brick, the del() should work and remove said brick object, but that isn't the case.
Am I missing something?

-- objects of relevance
function make_ball()
--ball table
ball = {}

ball.x = 60
ball.y = 50
ball.w = 8 --ball width
ball.h = 8 --ball height
ball.yspd = 2.5 --ball yspeed
ball.xspd = 0 --ball xspeed

end -- end make_ball

function make_brick()
-- brick table
brick = {}

brick.sprite = 4
brick.x = 16
brick.y = 16
brick.w = 16 -- brick width

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=197812#p)
9 comments


I'm using Pico-8 made sound effects for my game (not made in Pico-8), and have been using export .wav to export the raw music files for it.

I've noticed that for a sound effect that is 1 tick long, and is set to be only a length of 1, lasts the full time. A very minor issue but especially with .wav can cause size issues (will end up converting to .ogg and manually cutting down myself, just a bit of a pain to do for a bunch)

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Cart #quebec_mortis_ep2_1-0 | 2026-10-13 | Code ▽ | Embed ▽ | No License
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This game is available in both french and english!

Quebec Mortis

Description

Quebec Mortis is a top-down adventure game.

This here is the full second episode. Have fun and thanks for playing!

Synopsis

Serge finds himself involuntarily in the midst of a dispute at the heart of the Western festival. Someone put Serge up to this and was able to convince him. But how? All he wanted was to buy a simple hat!

Controls

D-PAD : 8 direction movement, select item in inventory if it is opened
Hold O : Open inventory
X : Use an item

You need to be in proximity of certain zones to use items on them or simply interact with them just like a point and click game.

[ Continue Reading.. ]

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I am trying to loop music pattern 0 when current_time is between 9*60 and 10*60. After that the music should stop. But after each loop, I would also like to add a short pause of two seconds.

This is my code so far:

function init()
    music_opening_started = false
end

function update(60)
    music_opening()
end

function music_opening()
    if current_time >= 9*60 and current_time < 10*60 then
        if not music_opening_started then
            music(0)
            music_opening_started = true
        end
    elseif music_opening_started then
        music(-1)
        music_opening_started = false
    end
end

I can loop the music in PICO-8 with the loop icon, but I would like to do it via code so I can also add in that pause.

Could anyone here help me out?

Thanks in advance!

2 comments


Cart #horseracing-6 | 2026-10-14 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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[#horserace-0#]

Day at the Races

The Game

The Sport of Kings. Spend a day at the races, bet your way through 6 races
without losing your money and become the Top Punter!

Betting Phase

Up and Down to Select Horse
X to Pick Horse

UP to Bet 10$
Down to Remove 10$
Right to Bet 100$
Left to Remove 100$

The Credits

A delicious DEFiANT WARCRY morcel
By WDi 2026
ENjOY!!!

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Cart #n3k0m1m1_tower-0 | 2026-10-13 | Code ▽ | Embed ▽ | No License
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This is my first cart in a while, programmed in the education edition in my free time after class after a very long time of no practice :)

i really hope you all enjoy and any/all feedback is appreciated! i tried my best to polish it thru and thru so anything that doesn't seem clean is something i'd rather here about, mhm!

controls are explained in the game ;)

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Cart #posting-5 | 2026-10-29 | Code ▽ | Embed ▽ | No License
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NOT FOR SMALL CHILDREN. i think this thing got shadowbanned lol. this is a social media simulator that gives you a realistic simulation of what it is like to look at Posts. if there are any words you don't know, trust me, they are NOT worth your time to look up. eventually i'll add some actual game mechanics to this but rn it's just a proof of concept

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