I decided to make a playable version of a fake game that Phil Braun came up with on Office Hours Live.
Grab a harpoon and then press X to shoot Moby-Dick (you can't change the angle or strength of your shot).
Aim for the blowhole to get points.
Don't slip on whale water or bird poop!
Concept by Phil Braun and Herman Melville
Programming by Brian Bonelli
Music by Procol Harum
K-Booom
How many asteroids will you destroy before your ineluctable end?
Controls
K-Booom is a very tiny shooter. Pilot your ship into the heart of an endless wave of ever-multiplying asteroids.. Shoot them to score.
- Arrow keys - Move your ship
- (X) Button - Shoot
- (O) Button - Start game
There's also an extra menu to reset the hi-score in the pause menu.
Some screenshots
My personal best: 234
Rentless asteroids
Tips
About

In a lighthouse in the southern sea, your research nears it's end. Twenty years have passed since the first appearance of the Azure beacon. What caused a light to emerge from the sea and pierce the skies?

Development
This game was created for the Underwater Jam. Despite the jam lasting for over two months, I could only work on this game for around half the time available. I'm pretty happy with the game, but I wouldn´t like it to stay in this state. The story is underdeveloped and there are many things I couldn´t implement. however, any update to the game will have to wait until after the full release of another game I made, Flower Bloom.

My latest game, Beneath the Depths, is a bit technically complicated. It uses some rather unusual methods for extending the spritsheet space in a normal pico-8 cart without using reload(), and it takes advantage of the nature of memory in pico-8 to acomplish it. So, here is a deep dive into all the things I found out about while making this game:
Introduction to key concepts
First of all, if you are not familiar with the way memory works in pico-8, or you need a refresher, i recomend chacking out LazyDevs'( @Krystman) video on memory or reading the pico-8 wiki for information on the memory layout.
Aditionally, most of the things I'll talk about here I created with information from this post: Upper memory: 4 more spritesheets!. It uses a different method to reach a similar goal to me, but it is a bit more math-heavy, but do check it out!
Now, lets dive into it.
Extended spritesheet space with memcpy() and load()
Since Pico-8 0.2.4, memory now includes a section going from 0x8000 to 0xffff for general use. However, it can't be directly modified with reload(), which can only target regions from 0x0 to 0x4300. So, how can we use all that real state for our extended spritesheet?
This cart performs sprite rotation using an old technique called "three shears rotation":
- Do an X shear on
tan(angle / 2). - Do a Y shear on
-sin(angle). - Do the first shear again.
One interesting property is that no pixels are created or destroyed, only displaced. This got me curious how it would look, so I went ahead and did a small implementation in Pico-8. Ended up being a bit disappointed in the quality, but maybe someone will find it useful.
It has some precision issues due to how it works (it offsets scanlines onto another buffer, then samples from that buffer for the next step). I tried to counter that by introducing a rounding offset to the first and third shears, with limited success. I might tweak this some more to see if I can preserve some of the subpixel precision. For now, you can swap the X and Y shears and see if you get better results with one over the other.
Welcome to Dice City!
Buy, upgrade, enchant, and place your dice on your stat slots to build the perfect setup and defeat seven opponents on your way to the top of the casino!
Made for the SD Game Jam 2026.

How to Play
A mouse is recommended!
- Drag dice into the ATK, SPD, and DEF columns, or back into the bag. Dice kept in the bag earn money.
- Click the button to roll, fight, and move to the next screen.
- >> speeds up a fight.
- Click an enchantment to use it, or drag it onto a die.
- Enter / P opens the pause menu.
Story
You step off the bus into Dice City with nothing but a bag of dice. Fight your way across town and into the casino to face its owner. The house always wins, but tonight, you change the odds.
Tips
- Dice in the bag make money. If you win, every die you didn't place pays out its roll as cash.
- Beer heals. Each one restores 10 HP, before a fight or during it.
- Items stack. Items of the same kind share one inventory slot, up to 5.
- Read your enemy's stats carefully!!
RALA:/:sutura
RALA:/:sutura is a turn-based bullet hell roguelike. Nothing moves until you do, and every attack is marked on the floor a turn before it lands, so every hit can be avoided (in theory).
Story
There's a road, the rifts are spreading, and Orinworks' convoy has to reach the rift at Sutura to prevent a dimensional cataclysmic event. You go ahead of the convoy, clearing the way one sortie at a time. Play it safe, take the risky road, or earn your way onto a secret one.
Feedback
Please provide any and all feedback! RALA:/:sutura's game mechanics are all inspired by (and ported FROM) my larger game I'm working on for the Panic Playdate, I would love any help at all to make this game (and that game) more fun and engaging!

plop
programming language on p8so
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0:'print "hello`n`qworld`q" $x $y 7'
1:{ --split by string delimiter
'print ',
'hello`n`qworld`q',
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}
2:{ --unescape escape codes `n `q and `` to \n " and `
'print ',
[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=197488#p) |
Introduction
My entry for the Pico-8 1K Jam 2026. The final size was 998 compressed bytes hand minified.
As a master egg chef, you're job is to make sure the yolks are placed into the CENTER of each egg white, as each yolk is matched to an egg white, it will be removed until there are no eggs left to match.
Any match is worth +100 pts, any miss is -100 pts, the goal being the the highest score after matching 20 eggs.
To match an egg, as the yolk moves over the egg white, hit any key that is mapped by default.
Screenshots
Gameplay
Enjoy!
Mike
About AI
I use AI as a way to discuss, and to hype me up considering my implementations and brain storming sessions, as well as to celebrate development milestones. It's like sharing with a friend, and I enjoy the positivity.
Be sure to CHECK the Change Log below!
Hey all!
How has everybody been?
Me?
Fantabulous!
Let's cut to the chase...
I've ported my old Pico-8 version of Contra to Picotron!
This is a continuation of my Contra project on Pico-8, reformatted to fit in Picotron's widescreen display!
Stay tuned, peeps...
I do NOT intend to leave it this way...
REAL men wont need this...
Ho, ho, ho! Whether you call it the Advent Calendar or the Holiday Bundle, gathering together as a community to make games that reflect the joys and anxieties of the winter holiday season is a much beloved tradition among PICO-8 users and players. We've made so many great games over the years: 2025 2024 2023 2022 2021 2020 2019 2018.
This year we're inviting you to don your elf cap early and get to work making games and demos for the 2026 Advent Calendar. The games will be packaged in a special menu cart, the Advent Calendar, and released on the Lexaloffle BBS, one-a-day, throughout December. This high profile bundle is a great way to get your game noticed and played.

My first game. A simple catch the snack game with a power-up and enemy to dodge. Based upon the lovely koala bear called Sausages.
Control him by pressing left and right to eat 25 snacks in the quickest time possible. Avoid the bird poops and eat mushrooms as they appear to get a temporary speed boost.
A simple coroutines tutorial with some helpful lesser-known shortcuts. Enjoy.
https://www.youtube.com/watch?v=Hwj390zCgjg





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