
We are holding our next big PICO-8 giveaway event in April!
This time we are holding a Game Design Jam on itch where participants can win a PICO-8 license just by planning and designing the game they want to make!
Starting April 1st and running the whole month, we will provide a template document to make it easy to write down the game ideas and plan it out in detail. Open to all ages and experience levels!
Itch.io Jam Page
I know most people here already own PICO-8, but you can help us spread the word!
You're also welcome to join too if you just want to try out the Game Design Doc template we made and see if it helps you work out the details of your game. When you submit, there will be a checkbox to opt-out of winning a reward.
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Controls
⬅️➡️ - Move crabby left and right!
Z / X - Blow bubbles!
Crabby Human Rescue
Save the people sinking into the deep sea! See how many you can save by the end of the level by blowing bubbles to keep them afloat! Just be sure to position them near the magical gateways so they can be teleported to safety. Just be careful and don't ever let them EVER touch the ground.
Credits
Developed by BlueTieCasual and Sky Chan


Fonts:
Lapsus Pro by theguybrush
Anarchist by DamienG, based on a font by Igor of Anarchy
le petit cochon by Nantia
This game was worked on during the "Finish Your Game" Jam 2024. It's definitely not finished yet.
I have big plans. Consider this the Extended Jam Edition. Considering the cart size, this is
probably the only version that will hit lexaloffle.
When I was 9, I was obsessed with Nintendo and wanted to make my own games. Using sheets of graph
paper, I constructed Mario-style levels with what I imagined were near impossible jumps and tons
of spikes. That's really where it all started for me and this is my love letter to the genre.
This game would not exist without countless incredible games, most notably Mega Man, Super Mario




Pico Party is a... I think, 95-98% finished?? ...demake of a Mario Party concept. There's a bit of polishing to do still, and I'm having some trouble getting minigames to stay engaged (which sucks because I rescoped like FIVE TIMES to make them fit in the first place); so it hurts a bit to call it for now. I'd really welcome some code feedback. There's still one or two crashes or softlocks I'm trying to work out.
I'd also like to make more graphical polish around the player characters - I ended up scrapping a lot of the finite state machine I had planned for action games, sadly; and sprite page 4 was always supposed to end up being a different skin altogether. Currently, players are differenciated by their pallete only.
Noob question: I want to make a text adventure ("go north", "get key", etc.) for Picotron. The way to publish a graphical game is well-defined: you publish a cartridge. But I don't want to publish a cartridge and then hear from people that it would have been better to make it a system utility installable with "yotta", or whatever would be most optimal. Here's what I need:
- Accessible to noobs: Easily runnable in-browser via BBS by users with zero experience.
- Convenient: Experienced users install and run the game in the way an experienced Picotron user would expect a text adventure to work.
- Save progress: progress is saved, either automatically or via a simple "save" command, and loaded for the next session either automatically or via a simple "load" command. It's okay if this doesn't work on the BBS.
These needs are in order of importance, but I'm hoping none of them are mutually exclusive.
I'm sure I can figure most of this out on my own, but y'all can save me a couple false starts. Any advice? Would be good to know both the downsides and upsides of what you suggest!



Hi, people. I like this project, but I wonder if there is some complete list of the carts for easy download like TIC-80 has: https://tic80.com/api?fn=dir&path=play/Games
When I want to download all the carts for my Batocera installation, I have to scrape whole website what is resource consuming. Would it be possible to make some complete list to simplify download? Thanks!





Does anybody remember rock-falling puzzles?
Our first PC, back in the late 80s, was an Olivetti M20. It didn't have many games: Battle Chess, Crazy Golf, Solitaire, Digger and this weird little falling-rock puzzle game called Felix. This last one seems to have been completely lost to time, so I thought I'd try and recreate the mechanics as best I remember (it was like 35 years ago). The garden theme was added after.
It would be interesting to find out if there's a reason these type of puzzles died a death.
The game is tricky, but I assure you it can be completed. (My PB is 437 steps)
Update:
-Added clarification if keys are used in the wrong door
-Added extra checkpoint near beginning






Hello everyone, I've been working on an RPG prototype and polishing it a bit, and here is the result.
The game features 4 types of enemies with different attacks, and the player can perform 4 types of attacks, 2 of which are unlockable.
Below is a description of the enemies and the player's attacks.
Player Attacks
- Sword: Deals regular damage and does not use MP.
- Hammer: Deals 10 more damage than the sword but uses MP.
- Healing Flash: Restores 50 HP and consumes MP.
- MP Extractor: Deals little damage but recovers MP.
Enemies
- Skeleton: Has 3 attacks with varying damage amounts.
- Vampire: Has one moderately weak attack and one that drains your MP.
This is a (heavily) Puzzle Bobble-inspired match-the-bubbles puzzle game with a Bee theme.
Can you make it through to the end?
Score big points by dropping bubbles out of the hive.
Watch out for the Evil Bee that jams up the hive with rocks!



Credits
Code & graphics by myself
Music: Several tracks from Gruber, a remixed version of 'Cuban Cake Walk' by packbat, and other bits by myself.
SFX from Gruber's SFX pack, and some by myself.
Release history
1.2
- new label image
1.1
- hold O (z on keyboard) for fine-tuned aiming



