

Updated to remove annoying sound effects. Next version will make them a little more subtle.
This project is also hosted on github, if you want to contribute
https://github.com/pcholt/rockdodger-wip
A Cartridge for a public presentation on Pico-8
A few months ago I was preparing a talk on pico-8 for our local Makespace.
I was going to use PowerPoint. But I thought it would be fun to make my "powerpoint"
presentation as a Pico-8 cartridge. I could then use the same Cartridge as an example
of coding, sprites, and sounds editing.
You are encouraged to take it and modify it as you want.
The text all lives on tab 2.
The notes for running the presentation are on tab 4. Copy and paste it onto the
a blank editor to see some of the directions to run such a presentation.
running the presentation
Before the presentation
- prepare handouts such as pico-8 cheat sheets
PicoTowns is a town building game inspired by the boardgame Tiny Towns (https://boardgamegeek.com/boardgame/265736/tiny-towns) and the game Tiny Islands (https://dr-d-king.itch.io/tiny-islands).
Build a town out of buildings that arrive in the form of tetris style pieces. Each turn you have a choice from a big or a small piece to add to your town. You have 15 turns to arrange them in a way to try and get the highest score possible!
Daily Challenge mode will give everyone the same sequence of pieces, so you can compete with friends for the highest score each day. (On some platforms, you can click the micromap at the end of the game to copy your score to the clipboard)
In game help is available (click on ?) - this will explain scoring with some diagrams.
Return to Celeste Mountain as Theo, long after the events of the main game.
Controls:
- Arrow Keys: Move
- Z/C: Jump
- X/V: Grab/Climb
Credits:
Developed by WuffMakesGames
Levels and Music by bravelycowering
Check out the OST on Youtube





I made a simple paint package, Whiteboard, for taking notes.
It uses the mouse by default, but you can choose to instead use the D-pad + X in the pause menu.
Controls
O: Switch between marker and Eraser
X (gamepad mode)/left-click (mouse mode): Use tool
D-pad (gamepad mode)/moving mouse (mouse mode): Move cursor

A co-worker was curious to use my interactive fiction player, Status Line. He's using "nixos" and he rebuilds large parts of it from source, from scratch, every time before launching into the operating system. At any rate, his setup can't run the Linux binary because his doesn't have some set of dynamic libraries that Pico-8 is expecting. Steam apparently has a similar issue which is fixed by something called "steam-run" which kind of tricks Steam into seeing a "typical" Linux environment. That method is not working for Pico-8 exported binaries, it seems.
Is there a way to export a 100% static-linked binary?
Update: Bug fixes
Here's a little line drawing routine I've used for Whiplash Taxi and some other work-in-progress carts.
I wanted to package it up like a drop in tline
replacement.
It's equivalent to regular tline
, but instead of drawing each tile it uses it to lookup a higher resolution 8x8 tile region and draws that instead. The result is a map with 8 times the detail (or 8 times the size, depending on how you look at it).
The demo is a simple go-cart example. You can press X to toggle between the new routine and the regular tline
function.
The actual routine is in tab 1 and consumes 547 tokens.
To use it, you first create some 8x8 "textures" at the top left of your map region:


There are many ways to loop over an array-style table. For example:
local tab = {10,20,30,40} -- method 1 local calc1 = 0 for i,elem in ipairs(tab) do calc1 += i*elem end -- method 2 local calc2 = 0 for i=1,#tab do local elem = tab[i] calc2 += i*elem end |
Which way is fastest? Well it often doesn't matter, since the work inside the loop usually far outweighs the cost of the loop itself. Or tokens might matter more to you than speed. But in some situations you want your code to be as fast as possible, and that means minimizing the overhead from the loop itself.
Setup
So, which way of looping is fastest? Here are the methods we'll compare:
function for_i(tab) for i=1,#tab do local x=tab[i] -- do some work end end function for_all(tab) for x in all(tab) do -- do some work end end function for_ipairs(tab) for i,x in ipairs(tab) do -- do some work [ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=164729#p) |




Survive the chaos as long as you can
Blast off in your space ship in this Geometry Wars inspired roguelite where every run counts. Defeat the alien dreadnoughts and recover the powerful Titan ship... if you can manage the chaos.
This is my first PICO-8 game. Lmk what you think! Total play time is probably ~15-25 minutes if you want to unlock everything.
Controls:
- Don't move to shoot.
- PRESS X TO USE A POWER UP
How to play:
- Shoot ships to earn coins in each run.
- Unlock the four ships with coins.
- Get cooler weapons.
- Have fun.
Running a mission:
- Avoid the enemy ships.
- Stop moving to shoot.

--for the best experience, play with headphones on.
--ABOUT--
Goom is a small, and yet challenging and fun demake of Doom, a popular fps.
you will run around a small room, defeating waves of enemies until you reach the final boss.
you can shoot using your mouse and run around the map with either the arrow keys, or esdf.
watch your ammo too, as you only have a little bit. however, ammo is restored each round. not your
lives though, so watch out for bullets, and dont get to close to the enemies!
and dont worry, your highscore will be saved!


--CREDITS--
this game was made by Dominic!
1024 bytes
A pico-8 game developed for the Pico 1k Jam 2024.
Combine like-numbered tiles to reach tile 1024 before the grid gets full.
Controls
- Up/Down/Left/Right to move the tiles
Credits
Written by: Greg Gaughan
Idea from 2048 by Gabriele Cirulli
Vault 0 is a spooky text-based-choose-your-own-adventure game with 12 endings.
Explore a strange forest in search of a mysterious device.
This was my first Pico8 project and it was a BLAST! Super fun stuff.
Also, Vault 0 is a Pico8 Demake of my own game: Vault. If you want to play some different versions of this game:
- Jam Edition, 2024: https://keveatscheese.itch.io/vault
- Full Version, 2025: https://keveatscheese.itch.io/vaultsteam
Lastly, I have a discord server if you want to follow development: https://discord.com/invite/NPnaERQQSy




If you like this game, please consider supporting on itch !
This is my Rubik's cube implementation in PICO-8 fantasy console. Back in 2023/2024 I did a Rubik cube in OpenGL but in November of 2024 I decided to learn about PICO-8 and practice about my 3D computer graphics skills, so I came up with this type of game again hahah.
After a quick search, I founded that many people already did a Rubik's Cube, but always for 3x3x3 dimensions. The same thing applies for textures and solid colors.
In PICO RU8IK you can solve from a 1x1x1 cube up to 10x10x10 Rubik' cube. Also it's very customizable y CPU efficient


I am new to PICO-8 and coding in Lua under its environment. I was wondering, if putting in comments and keeping long names for variables and functions steals memory from the system.
What I know that usually Lua compiles the source code before executing it. All the source code is converted in tokens. But is it the same in PICO-8, I mean, is it stored in ASCII format or in tokens inside the memory?
Is it a good practice to keep short names and minimal comments?
Thank you.

(Based on https://www.lexaloffle.com/bbs/?pid=85376#p)
This version of Alpine Ascent makes the game harder
Features:
-Frame Counter
-Debug
-Best Frame saving
(My record is 5982 Frames)
Old Versions:
V1.0: