Back in middle/high school, my friends and I LOVED the iconic Slime Soccer and Super Slime Soccer flash games by Quin Pendragon and Jens Dahl Mollerhøj, respectively. I have fond memories of hosting tournaments during study hall.
I wanted to give the basic game design a pico 8 twist -- aka adding in a Celeste dash to the core gameplay. I've had a lot of fun with it, and hope that you do too!
CONTROLS:
⬅️ ➡️ run.
🅾️ or ⬆️ jump. You can short hop and long jump.
❎ dash. You can dash in 8 directions.
- You get 2 dash charges. They refill when you land.
- In the air, your first touch of the ball gives you one charge back.
- press ⬇️ + ❎ to slam on the ground to pop up the ball.
In 2 players, the second player uses PICO-8’s second controller with the same buttons.
p.s.
yes, I've tried adding in powers, but I've found they muddy the core gameplay, which is really designed around the ball physics and dash.

Made by flavipix, the_badwolf and Emans
How to play
Z/C: Jump
Arrows: Move
Jump to start
There is a gem for each room. Gems are completely optional.
Info
This game is a 2D platformer inspired by the PICO-8 version of Celeste.
We made this in 2 days for the Trijam game jam with the theme The center of the Earth and updated it slightly afterwards.
- WR no gems: 1:40
- Dev record no gems: 1:53
Itch.io version at https://flavipix.itch.io/the-mine

Port of my Pico-8 implementation of this https://www.lexaloffle.com/bbs/?uid=129982
Recreation of this video by Tsoding: https://www.youtube.com/watch?v=qjWkNZ0SXfo
Pico32 Brawling Beans: Building a CPU Opponent
This is a Dev Blog for Brawling Beans, a game I'm making for Pico32: The Lost Pages, a collection of 32 games made by the PICO-8 community.
For Pico32, I decided to build a Platform Brawler, mechanically inspired by Smash Bros, but aiming for a game feel closer to Nidhogg, Rounds, and PICO-BALL.
The challenge of iterating on a game like this is that in order to tune mechanics and test new ones, I need to build a functioning CPU opponent. While it's possible to iterate through PvP, that would require constantly having to bother my friends -- especially since Pico-8 only supports local multiplayer -- but more importantly, the vast majority of people who play Pico32 are going to be playing single player, so building mechanics that are fun in PvP and hoping I'll be able to make them work well with the CPU later is setting myself up for failure.
This is the update 1 for the game where you place colored buckets under an art piece and collect its pixels. Only the pixels on the bottom-most row are collected by the buckets running under the art piece.
Rules:
1.A full bucket reaching the end of the conveyor belt gives 100 points.
2.If you finish collecting pixels of a specific color, you get redacted points for empty space in each of the buckets of that color. More points are taken away emptier the buckets are.
What changed:
Added some visual polish, lowered the simulation budget to 2048, increased max bucket volume to 64 pixels from the previous 32, and added a cheat code (⬆️,⬆️,⬇️,⬇️,⬅️,➡️,❎)

Fetch! 🎾
This is my very first game! It stars my Shiba Inu, Arya, who loves fetch almost as much as she loves ignoring me when a bird shows up.
Get the ball at the end of each yard and bring it home before birds, squirrels and the occasional flying nut break her focus. Every level is randomly made and gets longer and tougher as you go. How far can you get?
Controls
- Arrows - run
- Z - jump
- X - bark: scares birds and sends squirrels up their trees, but she'll drop the ball!
- Stand still to sit and calm down
- Treats refill her focus, so save them for the trip home
I'd love to hear what you think: what felt fun, what felt unfair, and anything that broke. All feedback helps.
Things to tune, all in _update:
> Event timing: et==0, 12 and 40 are when the two thumps and the collapse fire; wait=120+rnd(120) is the rest between events.
> Strength: kick(-.16,.06) sets how hard and how unevenly it caves in.
> Bounce: the spring lines .08 (stiffness) and =.88 (damping, lower settles faster).
(291 chars)
pal(split"1,140,12,13,141,2,136,14,143,137,4,15,138,139,131",1)::_::cls()f=t()p=f%7k=max(3-p)for m=0,35 do s=sin(m/70)c=cos(m/70)r=56+6*k*sin(p+m/200)for j=0,34 do a=m/3.14+f/23+j/35y=s*sin(a)circfill(64+r*s*cos(a)+rnd(k),64+r*.7*(y+c)+rnd(k),1.4+y,(f%1.5*60+j)*m/6%15+1)end end flip()goto _ |
hi.
i made a game.
controls:
move mouse to move crosshair.
left click to shoot.
you can also reset your save from the pause menu.
(pause menu -> reset save, then press x)
changelog
P.S. i wrote the game code and made the assets. ai helped me look up pico 8 api details.
to @zep: plz tell me whether that's ok.
Gilded Vault: One scarred old man. Ten floors of rats, goblins, and locked doors. Zero keys where you'd expect them. Fight everything by walking directly into it, heal with dungeon ham, and get price-gouged on cheese at the Ye Olde Snack Hole — all to steal all the gold and haul it home like it's a grocery run.

Many years ago dragons lost their kingdom to the vampires. Now you, young dragon prince, decided to get your lands back. But proceed with caushen, because the Lord of Vampires is already waiting for you.
It’s my first PICO-8 game, made following this tutorial by LazyDevs. It was made in two months or so but development was abandoned for more than a year. But it's finished now! The duration of the clear walkthrough is less than 3 minutes, so it’s pretty short.
(also don't use it for learning code it's a spaghettis mess haha)

netfish... little digital current swimmers
(300 chars)
f={}a=add d={}e=deli t=time l=127::♥::cls()for j=0,l,1do line(j,64+10*sin(t()+j/l),j,l,1)end
for y=1,#f,2do x=y+1print("><>",f[x]-13,f[y]+sin(t()),f[y]%6+7)f[x]+=f[y]%3+1if(f[x]>140)a(d,y)end
if t()%0.5==0then a(f,rnd(l))a(f,0)end
if#d>0then e(f,d[1]+1)e(f,d[1])end
while#d>0do e(d,1)end
flip()goto ♥
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