Pico 8 – It’s very good

I love Pico 8. It’s a fantasy games console that you can buy right now for only $15. This gives you access to hundreds of amazing open source games and more importantly, allows you to create your own programs, sprites, sound effects and music.

I’ve been getting to grips with Pico-8 in the last couple of weeks and also become quite evangelical about getting people to try it out for themselves (hence, this post). It’s a real treat to be able to iterate on tiny game ideas super fast and explore new ideas. Here’s a few things I’ve put together recently as examples;



Last week I participated in #PROCJAM, an annual game jam hosted on itch.io now in it’s fourth year. The premise of Proc Jam is simple, make something that makes something. Most people make some for of procedural software but physical games and toys are also encouraged. If you haven’t tried procedural generation before as a part of game development I’d highly encourage it, and Proc Jam is an excellent time to do so.

Anyway, what do I do? Well, I made this racing game with procedurally generated racetracks and called it #PROCJAM Racer.

CanaFez – Noisy neighbours

This is something that’s been in the current build for a little while now but I thought I’d make a full post here since, well, I’ve been a bit neglectful in regards to posting updates / features about CanaFez on this site.

Plus it’s a good excuse as any to post some new pictures of the game. LOOK AT THESE PICTURES OF MY VIDEO GAME!


CanaFez (working title)

It’s been a while since I’ve worked on a personal project outside of a game jam or university project, so I thought it high time to jump back into game development once again and try my hand at a new project… CanaFez is a blend between the excellent rooftop runner Canabalt and the world rotation mechanics from Fez.


It’s been a long time since I’ve worked on any personal projects and even longer since developing a game independently, so at the start of October I entered GBJam, a Game Boy themed game jam. For this jam, participants had 10 days (October 1st – 10th) to a develop a game of any genre using only 4 colours at a resolution of 160×144.

Big Goose (and website)

Following our success with Type Fighter, we were approached by our University to develop a number of additional arcade games for a week of cyber security awareness (organised by UWE’s IT department). Towards the end of development I took the initiative to create a website to help publicise the games we created under the name Big