Hello everyone!
While this isn't my first pico8 cartridge ever, this IS my first uploaded pico8 cartridge!
Description
The goal of the game is simple: smash the pumpkin and retrieve all 10 candies in the least amount of hits possible, using your trusty pumpkin hammer.
Have fun! And happy Halloween!
Revisions
Version 3:
- Add game title and author at the top of the code
- Remove exclamation mark in titlescreen title
Version 2:
- Fix hammer sprite offset
Version 1:
- Fix hammer hit detection on mobile
- Allow every candy type to show up when pumpkin gets hit

Midpoint displacement hills 🗻
Inspired by https://beta.openprocessing.org/@epi/2816011/
(297 chars)
pal({129,131,134,142,132,141,1},1)::_::cls(1)for i=0,19do h={[0]=0,[128]=0}s=64while s>0do for x=s,127,s*2do h[x]=(h[x-s]+h[x+s])/2+rnd(s/2)-s/4end s\=2end fillp(i%2*1285+i%4\2*23130)for x=0,127do line(x,40+i*5+cos((x-i)/128)*22+h[x],x,127,50+i\4*17)end flip()end repeat flip()until btnp()>0goto _
|
The Monster Match
This is The Monster Match. A chill game with no timer, no gravity on pieces while you choose where they go, and no RNG on which piece to drop. Just trying to beat the level in the least amount of pieces dropped. Levels are randomized daily.
This game was solo developed by me and no Generative AI was used. Credit to Bobby "Boris" Pickett for the original Monster Mash that the music and game title is based off of.
All controls are listed in game except arrow keys to move pieces before you drop them.
Have fun and I hope you enjoy doing the monster match.
(the kingsroom ★)
Its a secret outside an upcoming game... 🤫
(270 chars)
::_::srand(42.32)rect(8,8,120,120,13)for x=20,108,14 do for y=20,108,14 do l=max(sin(((x-64)^2+(y-64)^2>>13)*2+t()))*6rectfill(x,y,x+7,y+7,1)?"█\+8f\f6█\+8m\fd█",x,y-l,7 ?"█\-e|",x,5+y,5 if(rnd"8"<1)?"\+ie\#6"..rnd(4)\1+1,x,y-l,5 end end?"\^1\^c5" goto _ --274/280 char |
Controls:
- X to jump
- hold for a shorter jump
- tap for a lighter jump
- there is a trampoline, you need much downwards force for it to work
- tap befor you land to get the maximum jump
About:
After playing "Outline" a popular itch.io game, I decided to make something similar. Im not sure how people will like the weird jump mechanic thats why for now its just a singular screen, please feedback!

Well, here is my first finished PICO-8 game. It's a puzzle game, do you like those? If you do, then this is a special love letter to puzzle games. It is mainly inspired by Puyo Puyo, but carries a line-connecting mechanic from Sandtrix.
Controls
⬆️/⬇️: Menu navigation
⬅️/➡️: Move block pair left/right
⬇️: Drop faster
🅾️: Swap blocks, confirm selections, cycle through option settings
❎: Give up (after losing), (along with 🅾️) erase a high score
Objective
Imagine each color of block as a color of stone that can carry energy, similar to a wire. You must connect blocks from the left side of the screen to the right side of the screen, not just in a simple straight line, but in any formation you can imagine. Horizontally, vertically or diagonally, the blocks will interact, and if current flows from the left to the right, those blocks go bust!

Ball Fall 2!
The long-anticipated sequel to the highly popular game 'Ball Fall'.
This game is NOT made by the same creator (We-Live-To-Game) as Ball Fall. Please play the game here if you haven't already (it is infinitely better).

Start small. Think bigger. Buy one more GPU.
An incremental game about an AI startup, inspired by Universal Paperclips. Start with $0, do freelance jobs, and save $300 for a used GPU. At first, you are faster than your AI. That will change.
Buy hardware, train better AI models, set prices, and keep your GPUs cool. Grow your business from a bedroom to a worldwide network. Pip, your AI assistant, always has another suggestion.
A game takes about 40–45 minutes if you play actively. Your progress saves automatically, so you can take a break and come back later.
Buy your first GPU and put it to work.


hi!!! this is a demake of Bloons Tower Defense!!
i actually made this game a few years ago but i didn't have a pico-8 license back then and only used the education edition, but now that i finally got the real thing i decided to actually publish this game!! this is my first ever game so it might be a bit rough around the edges but either way i'm really proud of the result!
the code is really unreadable because of all the dumb techniques used to cram as much gameplay in to 8000 tokens, but the game has:
- 9 different monkeys from BTD5
- Two upgrade paths, each with three upgrades
- Automatically game saves after each round
- The first 60 waves from BTD5


Hi everyone!! After more than a year of development, I’m incredibly excited to share Ninja Cactus: Escape the Cacti Caverns, a multicart Metroidvania/precision platformer I made with my son, DinoBoy!
Controls:
⬅️ ➡️ = Move
⬆️ ⬇️ = Look Up/Down
🅾️ = Jump
❎ = Shoot Needles
(Additional controls are introduced as you discover new abilities!)
Some highlights:
• 6 upgradeable abilities to discover and master.
• 6+ explorable regions, each with unique environments, obstacles, and collectibles.
• Nonlinear progression, with some abilities obtainable out of sequence (or skipped altogether if you’re skilled enough!).
Hello everyone,
I have a habit of doing:
function open_shop() local selection=0 ::_:: if(btnp(➡️))selection+=1 if(btnp(⬅️))selection-=1 if(btnp(❎))goto exit flip() goto ::exit:: sell_item(selection) end |
its super useful to just stop the game and be able to have a mini loop from anywhere, its just so annoying that the snippet above doesn't actually work, I just wish it would. Here is the way it would work:
function open_shop() local selection=0 local last_⬅️=false local last_➡️=false local last_❎=false ::_:: last_⬅️=btn(⬅️) last_➡️=btn(➡️) last_❎=btn(❎) flip() if(last_⬅️!=btn(⬅️) and btn(⬅️))selection-=1 if(last_➡️!=btn(➡️) and btn(➡️))selection+=1 if(last_❎!=btn(❎) and btn(❎))goto exit goto _ ::exit:: sell_item(selection) end |
See? Btnp() sadly only works in _update() and _draw(), so a weird workaround must be done, over time I made it cleaner but still annoyingly in the way.
[hidden]
function open_shop() local selection=0 local last_button=0 ::_:: last_button=btn() flip() if last_button!=btn() then if(btn(⬅️))selection-=1 if(btn(➡️))selection+=1 if(btn(❎))goto exit end goto _ ::exit:: sell_item(selection) end |

A recreation of the code editor of PICO-8, non-interactive. I will one day try forcing the other editors into a postcart too. I did the pattern editor too but it was around 50 characters too big.
If you spot even an insignificant discrepancy to the real editor, please lmk.
(269 chars)
r=rectfill::_::cls(8)r(0,8,127,120,1)?"⁶.\0ュをシシシん◝⁵ki+ᶜf⁵すf⁶.6cccc6\0\0ᶜ2⁶.アュひュx𝘩\0\0⁶.まま8らスス\0\0⁶.¹り01り¹\0\0⁶.³²²るヌネ\0\0⁶.³⁷¹¹¹\0\0\0",3,0,14 ?"line 1/1³せ3/8192⁵ih=ᶜ6⁵cb_",1,122 ?"printᶜ7(ᶜc゛hello, i'm a postcart!゛ᶜ7)"..(t()%0.5<0.25and"³fᶜ8█"or""),1,9,11 flip()goto _ |

After seeing the post: https://www.lexaloffle.com/bbs/?tid=45648, I just had to take some of the tricks, this is also inspired by the gif zep made some time ago with the maze. funny that I did not know about: _set_fps(infinite), repeat-until and flip(srand(). all of that feels illegal
(346 chars)
_set_fps(120) --and what is this?!??!?!?
--holdframe() what is this?!?!
pal({[0]=8,9,10,11,3,12,14,138,139,135,137,140,136},1)
repeat --what is repeat-until?!?!
for y=0,129,16do for x=0,129,16do
a,u,v=rnd()+t()/5,mid(-8,8,cos(a)*16),mid(-8,8,sin(a)*16)
line(x+u,y+v,x-u,y-v,rnd"16"+a\2)
end end flip(srand()) --why does this work?!?!
until nil
|
Hi Picotron!
Tobio here.
Working on this game for a first Picotron project!
It's a remake of 99 Balls for Picotron, like how Ballz (https://www.lexaloffle.com/bbs/?pid=42828) is a remake of it for Pico-8.
I love that game, and it's simple enough that it makes a good project to get used to a new engine and stuff.
How to Play:
Use the left and right arrow keys to change the firing angle, and use X to fire.
If you hold Z, you can change the firing angle faster.
Each block has a number. Hit it that number of times to break it.
Pick up more balls by collecting the circles.
Sometimes, a rainbow super block appears. Hit it DIRECTLY to pick up a bonus ball!
Fast-Forward
There are two FFW settings, which you can pick in the settings menu!
Auto
The game will start FFW after 5 seconds.
Manual
Hold Q (SL) to manually trigger FFW. You can trigger FFW whenever you like!
You can also turn off the FFW effect if you don't like it
Changelog
1.3.1
- Fixed a weird issue where the number of balls could become negative whoooops
- Fixed displayed high score not properly updating
- Difficulty tweaks!
- Also made the super block sound better
1.3.0
- Clearing the board advances the level by 5
- The rate at which bonus balls spawn is now reduced, however,
- Super blocks sometimes appear. Hit them directly to get another bonus ball!
1.2.1
- I edited a couple of the log messages that were showing
1.2.0
- Added the ability to speed up the game
- Added a FFW effect
- Added a settings menu
- Added a setting to choose between auto-FFW and manual FFW
- Added a setting to turn off the FFW effect
- Added disappearing messages lol
1.1.1
- Fixed a bug where you could shoot balls down, and it would display negative balls.
- Fixed a bug where restarting after a game over would carry over your balls from the last game.
1.1.0
- Added how to play option in start menu
- Added option to view score in start menu
- The game now tracks your high score!
What's Coming
- Option to use the mouse to aim and fire (if you want?)
- If I can get the online scoreboard to work... an online scoreboard!

#DIE FOREVER



THE GAME
|
[64x64] |
Death wants blood, and he's kind of a jerk about it. You play as The Silent Samurai, whose goal is to spill as much blood and collect as many coins as possible until you perish, where you will wheel and deal with Death in his casino and shop to upgrade The Silent Samurai's abilities. Can you escape the endless bloodletting cycle, or will you DIE FOREVER?






4 comments
