Ingenious puzzles. Real head-scratchers as the game progresses.
The graphics are excellent. The animation of the main character is full of personality. Amazing work for 64x64 pixels. And the audio is very atmospheric
So good! The battling kaiju in the background really add to the atmosphere, as do the disgusting alien spawn vomiting green slime!
The gameplay is a bit repetitive at the moment. It could do with some more varied challenges as you progress.
I think there’s a little bug – when you pick up the last piece of trash, the game transitions to the next area before you have put the trash into the incinerator.
A fun, polished metroidvania. Lots of great juicy effects.
The SFX are very good (the cackles as the crab gets its radioactive superpowers, for example). But I found the music to be too repetitive, and I wished for a way to disable just the music after starting the game.
The graphics are maybe a little too busy and soft-focus for the 64x64 resolution. I found it hard to identify hazards while playing. For example, I died by falling in the water because I didn’t see that the water was there.
To address the feedback that the game is too difficult and players get overwhelmed by chaos while they are not skilled in the game, I’ve added a new feature: shrapnel.
When your ship is destroyed, the particles of its explosion destroy any robot they hit. You don’t get any points for those hits, but the explosion clears the playing area so that it is easier to get back into the game.
And it creates pleasing chain reactions as robot after robot explodes.

I’ll publish the new version after the lowrezJAM review period has finished.
Thank you for playing and your thoughtful feedback. After the jam I’ll experiment with different fire rates and other ideas I’ve had to thin out the number of opponents on screen when you get hit.
The shield when you respawn is critical for keeping on top of the chaos. No new robots will spawn until you drop your shields, and you are invulnerable until you do. So you can bide your time until it is safe to drop your shields and for the robots to have gathered where you can take many out with a volley of shots, clearing the screen and giving you some breathing space to take on the next wave.
The sparse graphics and simple audio reminded me of old Atari VCS games. The three-pixel main character works surprisingly well, as does the trail of footprints you leave behind as you walk. The puzzles get more challenging as the game progresses, and I enjoyed exploring the environment. A bit more variety in the scenery would be nice.
Unfortunately the game displays room names in high resolution, not within the 64x64 pixels constraint of the jam, and so will lose some marks in the Authenticity rating.
But that aside, I really enjoyed playing this. Nice one!
A nice, colourful abstract shooter.
The controls are tricky, especially on a laptop, and it is unfortunately impossible to play on mobile. If the mouse pointer moves out of the play area and then you click to fire, keyboard focus moves away from the game and you can no longer control the ship. The game should capture the mouse or have an option to go into fullscreen mode to avoid this.
For the full 1980s experience the game has an instruction booklet. Download the PDF and print at home (or read on screen).
The booklet has more lore, and more instructions with illustrations that I couldn’t easily add to the itch.io game page.
It’s in A5 format, so print to A4 landscape with pages ordered for stapling in the center.
I’ve used this as the title music for my submission to LowrezJAM 2026 https://dredds.itch.io/you-brought-a-gun-to-a-laser-fight
Thank you.
Thanks.
The score multiplier is not meant to be secret. I’ve just not had time to document it yet.
Every time you destroy a robot, your score multiplier is increased by one. If you do not destroy another robot within one second, your multiplier is reset back to one. So, you have to destroy robots in quick succession to keep building your score multiplier.
If your score multiplier is greater than one, the HUD will show a blue indicator light (well, single pixel – the game has 64x64 resolution) in the top-left corner of the screen above your lives indicator.
The game notifies you by a message in particles and by sound effect when your multiplier reaches 10x, 25x and 100x.