Overview:
Re-Leaf is a simple but meditative cozy game made in Pico8 by Robin Funck and Daniel Johnson-Tobler for Comfy Jam Autumn 2026. Your only goals are to gently reflect on the changing of seasons & rake a pile of leaves big enough to lay down in.
Each time you rake, a gentle musical phrase is created, blowing around the air like dust in the wind. Keep raking over time to unfold new generative soundscapes each time you play.
Rake leaves into each other to create a pile, once your pile is big enough, rest a while and listen to the music you've created return back to itself.
Press Ctrl+R to restart when you're ready to begin again.
Thank you for playing <3

The lineoniums are plasmating early this season
(271 chars)
c=cos::_::pal({1,-13,3,-5,11},1)?"⁶1⁶c"
for y=4,124,5do for x=4,124,5do for p=0,1do
tt=t()+p*.03u,v=x/99,y/99for i=-.5,1do
u+=c(v-tt*i/5)/9v+=c(u+tt*i/6)/9end
a=c(u+v)if(p>0)r=abs(a-b)*200m,n=x+c(a)*r,y+r*sin(a)circfill(m,n,r/4,7)line(x,y,m,n,r/.7)
b=a end end end goto _
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A small experimental prototype made for ocledot's prototyping courses.
Only one button is needed to play this game - X.
Press X to change direction of walk, hold X to light a lamp or to hide in shadow.
Walk around, light all lamps to open the door and leave corridor and dodge wolves that may eat you instantly.
Wolves don't like lit lamps and won't cross them, use that to your advantage.
Note: this prototype may be a bit buggy.
Grafics may change but game has left the "alpha phase", now it needs some copy paste and position arrangment, some rail signals and so on.
There is a menu train, that starts the game, but misses some functionality right now, later you can pick up commuters from the station, but right now this big train just starts the game.
Controls
"X" starts the train
Up/Down selects parts of the scene
*there are some indicators as long there is a color border "O" should do something
A WIP for a vignette game (did not know that this genre exsist, before September 2026. Toy box, Diarama Games)
Sept: First upload of a game cart
Okt: Big update for me, add a game state and a game start animation.
Okt: No building animation but Tower Cranes and now four rails!
Nov: Lots of code reconstruction. But most parts are ready, just fine tuning for position.
- Every game object has its own draw() function, and some sprite data. So I can call game_object:draw_me() and still every object handels his draw part diffreently.
- There is now a building animation, tower comes from botton of construction side.


tv simulator
NO SIGNAL
[ version 1.5.0 ]
"There's nothing on the tv ??"
⚠️ PHOTOSENSITIVITY WARNING / EPILEPSY RISK
This project contains intense flashing lights, rapid color changes, and heavy screen glitches that may potentially trigger seizures for people with photosensitive epilepsy. Player discretion is advised.
channel pattern names
[ch 01] thermal radiation
[ch 02] test_card.exe
[ch 03] phase noise
[ch 04] phosphor glow
[ch 05] tape dropout
[ch 06] chroma bleeding
[ch 07] horizontal burst
[ch 08] vram corruption
[ch 09] delta glitch
[ch 10] poltergheist
> Which one was your favorite?
Melting pot (287 chars)
The gif-length is not in my favor. I recommend pasting it into pico8.
I won't post it as a cartridge, but I have enough postcarts eventually I might make it a collection like kladblok.
(287 chars)
t=0
::_::
t+=1
cls(1)k={1,2,3,3,8,8,5,9,10,6,7}
f={█,▒,░,░}
for c=1,11do for i=1,100do
s=t/2/(i+1)fillp(f[c])circfill(
64+sin(s)*i,
64+cos(s)*i-c*abs(sin(t/30000+i/500)),
12-c+i/10+sin(i/50)*
c-sin(t/300)*5+sin(t/30000)*25,
k[c])
end end
pal(5,137,1)pal(3,136,1)pal(6,135,1)
flip()goto _
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Ponderoso
A short platformer in homage to the original Wonder Boy. Skate, jump and shoot stars through two levels of non-stop, forward-rolling platforming nostalgia. My first finished game!
Controls: ⬅️➡️ move · 🅾️ (Z) jump · ❎ (X) [action]
Playtime: around 5 minutes.
Art, music and design by me. Code written with the help of AI.
Feedback very welcome!
Ghoulish Garden
Carve the pumpkins before time runs out!
How to play:
The graveyard has a habit of randomly having pumpkins manifesting all over it during fall, but since no one is around to make sure the pumpkins are carved to match the spookiest time of the year; it is up to a humble ghost do it on their own. Simply touch the pumpkin (if or when you can find it) and our ghastly protagonist will do the work in an instant. But make sure not to run out of time! You only have until the sun comes out.
Note:
This game was supposed to release on the 31st of October but things got in the the way so I had to wait and quickly do some polishing touches. The game is nothing to be jealous of, its quite the simple cart but it was fun to make and helped me understand some basic procedural generation. There is some unimplemented features stuck in the code that I might come around to update eventually (and I'm not sure if they broke things now that I think about it) so expect a lot of jank.

Hey,
I'm working on a doom style game (in graphics only, not gameplay) and want to add a floor to the map. I have my maps set up as individual sprites where the colour 0 indicates a floor, and any other number is used as the index I get the wall sprite from. I am planning on generating a map where each 0 is added as a floor tile (so I can generate paths using bitmasks and have nice neat looking floors and junctions etc)
I have been trying to use tline3d to draw the floors using the below which only sort of works, for a test I am just using a tiled grid of the same sprites that only has a checkered border but it is all distorted. Can anyone see what exactly is wrong? If you need more code for context let me know, I'm not sure whether it is just how I am using tline3d or whether it is some other maths I'm using...
function draw_floor() local strafex = cos(player.a + 0.25) local strafey = sin(player.a + 0.25) local plane_scale = sin(fov / 2) / cos(fov / 2) local planex = strafex * plane_scale [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=198812#p) |

Flashlight v1.0
Flashlight is an arcade-style ghost-busting game. Use your powerful flashlight to defeat ghosts before you run out of battery.
Controls
- Arrow Keys: Move
- Z/X/C/V: Toggle Flashlight
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[8x8] |

Hi There!
While learning Pico-8, I have given myself a challenge that I call "Minis".
These are very small projects or ideas that I think are possible for what I know so far.
This was my technically my second Mini, but I'm counting it as my first as I didn't post the other one.
Please enjoy! (oh, don't go off the edge of the board, I didn't add anything to stop that from happening- oops)
Fish_The_Frog | 3 of Spades

Hi !!!
I am very happy to finally be able to release this version, which includes a bunch of new features as well as added depth to the gameplay loop.
To be perfectly honest, implementing an online leaderboard in PICO-8 was quite a major undertaking—one that I will certainly be eager to leverage again for my future games.
I hope you enjoy this version of the game; please feel free to share your feedback in the comments.
CHANGELOG - SHIBA JUMP V0.5 :
Changelog V0.5:
-
Sprite updates
-
Interface updates
-
Item spawning
-
NPC encounters
-
Online multiplayer leaderboard
-
Item combining in the inventory
- Integration of new music
>> Multiplayer mode is available on the game's itch.io page
https://lgcstudio.itch.io/shiba-jump
>> Local mode :
Hi !!!
I am very happy to finally be able to release this version, which includes a bunch of new features as well as added depth to the gameplay loop.
To be perfectly honest, implementing an online leaderboard in PICO-8 was quite a major undertaking—one that I will certainly be eager to leverage again for my future games.
I hope you enjoy this version of the game; please feel free to share your feedback in the comments.
CHANGELOG - SHIBA JUMP V0.5 :
Changelog V0.5:
-
Sprite updates
-
Interface updates
-
Item spawning
-
NPC encounters
-
Online multiplayer leaderboard
-
Item combining in the inventory
- Integration of new music
>> Multiplayer mode is available on the game's itch.io page
https://lgcstudio.itch.io/shiba-jump
>> Local mode :





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