Article

No Start is Too Small: Making Piconoid

Reflections on building a tiny game in 128x128 pixels and 16 colors.

Games

By Whitney King

I dove in and followed a tutorial just long enough to be dangerous.

I’ve been an aspiring game developer my whole life. Try telling that to my attention span, though. Getting one of my own projects off the ground has always been much harder than jumping in on someone else’s. In 2017, that finally changed when my partner, being the kind and generous human they are, gifted me a PICO‑8.

If you’ve never used it, PICO‑8 is basically a tiny game console that lives inside your computer. It’s a “fantasy console” operating with miniscule constraints. Capping out at a 128×128 display, 16 colors, and a 8192 tokens of Lua, it’s the kind of environment that looks cute until you try to be ambitious. Perfect, just what I needed.

To get started, I did what I do when presented with a new challenge at my day job. I dove in and followed a tutorial just long enough to be dangerous. I learned the basics of Lua, wrapped my head around building a basic game loop, and settled on trying to recreate an arcade classic: Breakout. Or if you’re like me and found yourself a child of the 80’s, you might instead think of Arkanoid.

There was something poetic about re-envisioning a classic game inside a console that felt like a product of the same era. The chunky pixels. The limited palette. The nostalgic chip tunes. Every byte mattered. One of the biggest revelations during the process was how much I’d underestimated how powerful this tiny little console is when set to task on a concise game vision.

Because I can’t help myself, I started adding little touches of whimsy, because it was my game and I wanted it to make me smile while I worked on it. And that idea worked. I added a randomly colored hot air balloon that drifts across the background sky. Then a tiny airplane that occasionally flies by, port and starboard lights blinking as it goes. Sparkles pop off the ball when you hit a long combo. Half the fun of PICO‑8 is that you can add these things, but only if you’re willing to barter with the token count like it’s Khajit.

Then, almost as quickly as it started, the feeling of “done” had crept up on me. Piconoid 2.0 was born. It was no longer just a tiny game, it was the first game I could actually call finished. Finishing something that was mine, even though something small and scrappy, made me proud.

Eventually I published it on the Lexaloffle website, home of the PICO‑8 community. If you’ve never browsed that site, it’s like walking into an arcade built entirely out of imagination and nostalgia. Seeing my little cart sitting there among hundreds of others was — and still is — surreal in the best way.

Overall, if you are someone that finds yourself inundated with little-big ideas for games, look no further than PICO-8 for a springboard. Not only do the platform imposed constraints help reign in scope and focus you in on your creative idea, Lua is a clean and easy to pickup scripting language with a lot of real world adoption in the industry.

If you want to try Piconoid 2.0 yourself, you can play it here:
https://www.lexaloffle.com/bbs/widget.php?pid=36758