A top-down-shooter metroid-like.

Cursors keys to move, Z / X to fire.

1 hour or less playtime, does not save.

This is my first Pico-8 project, I used P8Coder to manage the code. Apart from the class definition (which I abstracted) I wrote the whole thing from scratch in 2 weeks of spare time. This meant it turned into more of a shmup odyssey than a metroidvania. I will have to listen to a lot of feedback before I know what weapons, monsters, and topography would have worked better.

Let me know what you'd expect from a sequel.


Source code is below, but you can look at the code in the browser on the game's pico-8 forum page.


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Click download now to get access to the following files:

metrash.p8c - P8Coder project 43 kB
m.p8 - pico-8 file 83 kB
metrash_windows.zip 1 MB
metrash_osx.zip 3 MB
metrash_linux.zip 665 kB
metrash_raspi.zip 1 MB

Development log


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this is a good  metroidvania game! it's like  a top down shooter....and a strategy  game ....it's difficulty  varies on the design  of the  regions you unlocked....love to have this concept  of  shmup..

Super fun! I loved how each weapon had a different play style, and that you had to swap back and forth between weapons to unlock different parts of the map. 

Difficulty was at a good level for me. I think it would be helpful to have a very small "mini-map" to show what room you're in, in relation to the game world. That way you can retrace your steps to find old weapons more easily, but it wasn't too hard without a map.

There is a minimap in most rooms.  Study the walls and you may find it. Making it brutally obvious where you are makes it a bit boring for me.


I saw it, and I thought it was a nice addition! Nice game, but then again, you're st33d, so what games of yours AREN'T good?

Nebula was pretty bad: http://www.nitrome.com/games/nebula/

Eh, we all make mistakes sometimes.


Nicely done! Swapping rather than adding weapons changes the feel of backtracking, with some rooms that were previously dangerous now easy and vice versa.


Ooh, I like the concept a lot, although I could see the backtracking getting annoying if it were much longer. I especially like the final powerup and how it changes how you perceive the environment.

I didn't find the actual combat or enemies terribly engaging, but the level design and exploration was enough to keep me interested until the end. Good stuff!