If a ball hits a bumper, the character imprinted on the ball gets appended to the input. Drop all balls to submit. The balls that are in the playfield are initially the characters of PICO-8!●♥ but you can go to the editor to choose your own string.
So I put together another cartridge in only 1 hour and 20 minutes!
While I was reading docs using the help command and got to print, I saw a P8SCII code called "pinball mode" (\^p). I was more than excited to try it out, naively believing it would launch a secret game of pinball where I can mess around with "hello world" in real time. Turns out, it just produces dotted letters. Am I not the only one who had this experience?
This is a small city builder I made a while ago. I wanted to add a lot more features but I think I over scoped. The most notable thing about the game is that its easy to add new buildings. Just go to page two of the cart and add a new entry to the building_types list at the bottom of the page.
To play:
O - to switch from place mode to select mode
X - to place buildings
This game is also available on itch.io: https://penguin-lover-studio.itch.io/town-builder
At the start:
- read the help section by pressing O
- place a house
- place a park
- place a lumber yard
- place a farm
- place a power plant
- continue playing
Demo
The demo shows a pistol at 2x scale, an arrow at 1x scale, and a rifle at 1.5x scale. Negative scaling is also supported, which is shown by the guns flipping vertically.
What does it do?
rsspr takes up to 12 inputs and draws a sprite around a moveable origin point.
While tline() may save a small amount of CPU usage, I fail to comprehend it. What I have here operates fine, and is a significant improvement on my last post.
- Only 165 tokens!
- An average of ~0.7% of the CPU per call
How does it work?
rsspr(dir, x, y, sx, sy, sdx, sdy, xo, yo, hs, vs, mask)
- dir - atan2(x - target_x, y - target_y)
- x/y - The screen x/y origin
- sx/sy - The sprite x/y origin
- sdx/sdy - The sprite width/height minus one
- xo/yo - How much to shift the sprite about the x/y origin
- hs/vs (optional) - The horizontal/vertical scaling
- mask (optional) - The pixel color to exclude
Dungeon Golf
A turn-based golf game with roguelike elements.
Play 9 golf holes / dungeon floors full of monsters.
Bump into enemies to attack them. Getting hit by enemies will cost you stokes.
Move to the tile where the ball is
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Behold, this is my first standard-sized cartridge! I coded this in one sitting in only an hour and a third! I just developed it to a point where I feel ready to distribute this, so it may be unpolished or unbalanced!
The premise of this game is to try and make out text scattered over pigsties of backgrounds. Not only that, the text is also styled peculiarly. Use your keyboard (sorry controller users!). Obviously inspired by real captchas that work identically. Good luck! I hope robots will not be able to surmount such a thing any time soon and long live human race!!!
If you have any feedback or suggestions, I will be exuberantly more than happy to tweak this cartridge! This is a prototype cartridge after all, so there can be a lot of flaws!
I am a pico-8 education edition user, and while optimizing my project, I noticed that the text representation of my sprite data and cartridge label contained a ridiculous amount of trailing whitespace in the .p8 file.
I removed the whitespace manually, and reduced the file size of my project from 46KB to 35KB, which is a substantial 11KB reduction, and the file still loaded successfully.
Would it be possible for PICO-8 to avoid writing unnecessary trailing whitespace when saving .p8 files and maybe apply run-length encoding for more compact files? I understand the current implementation may be convenient for editing and parsing, so perhaps this could be an optional compact-save mode rather than changing the default format.
That would be really useful for projects where every bit of cartridge source size matters, and it could also remain compatible with the existing format with the right implementation.
Thank you for your time!
Edit: Added the detail about the file loading successfully.

Play in fullscreen mode for the best experience!
You are alone on this ship.
Use pipe shafts to explore abandoned structures, avoid the machines of their former occupants and find your way back to your kin.



Don't let what happened to them happen to you.
About
A short adventure game made for Halloween 2026.
This is my first foray into PICO-8, as I wanted to make something spooky for October. It took a little over two weeks to make and ended up being more about the vibes of an abandoned spaceship than anything particularly horrifying, but I had a lot of fun making it!


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PRONTO!
A fast pizza game for PICO-8 by Milena Sorokina
Enzo owns a sleepy little pizzeria by the sea.
The paint is peeling, the table wobbles, and the pizza has been awful lately.
Now Enzo is off to the beach for ten days.
Now you run the place.
Read the tickets, count the salami, catch the pizza at the right second,
Helloo
This is a new version of my last project "Still Life" which is an implementation of "Conway's game of life" in Pico8, with a couple added features like (larger grid size) , (UI for cursor coordinates) and (mouse controls)
i did this because increasing the grid size means more interesting patterns can be used like the glider gun shown in the GIF, which weren’t possible in my last version
the downsides of this version is it doesn’t look or run as good as my last version but they were necessary sacrifices i made for having playable performance while being 2x larger.
Infected Pixels
an infinite zombie shooter
It's my first pico-8 game I've finished (kind of) - and so I like to share it with you.
Hope you have fun - I had to develop it ;)
There will be some updates in the future for balacing and bug-fixing,
but the game is feature-complete so far.
I still have plenty of ideas, but I’ve also learned to actually finish a project—rather than letting it remain forever incomplete.

GHOST THIEF SURVIVOR
15 minutes to survive endless waves of monsters!
A retro arcade game inspired by the awesome Vampire Survivors, with a spooky atmosphere perfect for Halloween!
Play as Ghost Thief and face endless waves of bats, skeletons, vampires, spiders, and other terrifying creatures in a frantic pixel-art survival game.
Armed with magical projectiles and powerful abilities, fight your way through hordes of enemies, collect experience, unlock new weapons, and grow stronger with every level.
The longer you survive, the deadlier the night becomes!

Warm hello PICO-8 community! I am an amateur PICO-8 programmer who has an obsession with PICO-8 and has been programming there for a month or two. I discovered PICO-8 from another website years ago but all I did back then was draw some sprites in the sprite editor and lay them out in the map editor, and that's it. I didn't write a single program because Lua looked intimidating. I suddenly remembered this gem exists a few month ago and this was where I got into a mania with PICO-8 :). I began by looking at demo cartridges and assimilating info from help pages from the help command. I got the hang of PICO-8 over time, and learned a decent amount of facts and parlance about the console.
I didn't feel like creating an account until a few days ago. I cannot wait to unveil my own programming style and the cartridges I have been working on!
I have a tweetcart that I restlessly tried hard to sardine to meet the 280-character limit. I don't know it was just me not being a professional tweetcart engineer or it is a hard thing to make into a tweetcart, but I am proud to present what I had done to complement my very first post. Unfortunately, I do not use Twitter so this is forced to be a postcart, but I do like that I managed to compress it to be under the 280-character limit. Hope you enjoy my very first tweetcart (which doubles as the first project I shared on this website)! If you want to know the thoughts and musings (and shivers) I had while I developed this, feel free to ask!
Back when I was about 6-8 years old, I had a magnificent video game handheld console made by none other than RADIO SHACK in 1987! It had only one game built into the LCD screen, and I've kept it all these years.
You can see the real device here: retrohandheldgames
One day, I discovered this website where the game is fully playable in an almost perfect way: Javascript version
I dug a bit further and found the github javascript code of the web version! Having the source code and the sprite sheet inspired me to do a PICO-8 port. Why not? Let's go!
So here we are. It was a quick and fun mini project. The gameplay is... something. We have to internalize the clock's tick speed and move the car before the next tick. You have to go pick up the lady when she appears on the left; the left-most lane unlocks when she's there. Then, you have to move to the far right and drop her next to a mailbox. After 3 round trips like that, there's a small casino. The game will increase its tick speed based on your actions. There is no other goal than to achieve the highest score possible.
Grändrs – A new 1v1 & Cup arcade game for PICO-8 is out now!
Hey everyone!
I've spent some time cooking up a retro-flavored arcade game for PICO-8 that I'm finally ready to release. The game is called grändrs, and it's a platform brawler inspired by BaraBariBall (from Sportsfriends).
The goal is simple: throw the ball, tackle your opponents, avoid glowing lava and deep water – and above all, humiliate your rival!





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Hello.