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it's possible, older older games before Super Mario bro was created, you had games almost what you are asking about. Examples are:

- Missile Command

- Pac-Man

- Defender

- Asteroids Breakout

- Gran Trak 10

So if someone can make a pixel race game with one color can make many tracks so can Pico-8 engine with 4 hours.

I’m a little confused by your phrasing (probably not your fault I am autistic lol) so if you could re-elaborated that id really appreciate it!


And not exactly what I meant. I didn’t mean like on the par of old game consoles that PICO is inspired by. It’s still a modern game engine with features and capacity far beyond what was possible back then. My only question was about being able to create basically anything I want, use a base code and asset list across multiple cartridges, and use each individual cartridge as an individual level

I looked into Pico 8 doc and there is a limit on Code size image png or png file for the code, it is 15,360 bytes. The number of lines for the code is 8,921. SO to answer your question of how big your game can be, i say somewhere between NES using the same sprites and gameboy games that last long like pokemon.

Nah I must have miswrote that, you're the second person who misunderstood what I mean't lol. So, yes individual cart has that small of a size. But you can release 16 carts together as a package.  I want to write a source cart with all the assets and codes that form the base of the game, then copy that into separate carts and build around that, treating every cart outside the source cart as an individual level.