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dredds

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A member registered Jun 22, 2019 · View creator page →

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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

This game takes a familiar game mechanic – that of the 15-tile puzzle – and turns it into an entire whimsical world to explore, full of varied puzzles. Ingenious!

The graphics are clean and work well at the tiny resolution. The audio is great. This is the complete package!

Very atmospheric graphics.

The big spider-robots are very menacing – quite a scare when you first encounter them.

I’ve got a plan to make the difficulty ramp up more gradually, but I won’t release any improvements until after the lowrezJAM review period.

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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 simple, fun arcade game. The simple gameplay is easy to pick up and it has that “just one more go” feeling of the early classics. My max height is 1036… I’m sure I can do better with a few more boings.

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A unique puzzle game. The music is catchy, sfx express what is happening, the graphics work well for the 64x64 resolution. Really good.

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.

Thanks for playing. I have a new version waiting for the review period to be over that has features to reduce the difficulty.

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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.

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I found the game too easy. The combat needs to be more of a challenge. The presentation is excellent.

A strange pagan atmosphere, great graphics, some truly disturbing audio, and a lot of puzzles that become more challenging and varied as the game progresses. A fantastic game that does so much with the 64x64 real estate.

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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.

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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!

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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.

The swinging and rolling physics works really well.

It’s hard to play on a laptop with a trackpad, so I didn’t get very far.

Mining and metroidvania - I love both genres and the combination works so well. And with a mysterious storyline too. Love it!

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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.

A bunch of last minute updates:

  • choose the replay mode on the title screen with up/down
  • difficulty adjustments to level sequences and hitboxes
  • disable pinch to zoom in the HTML wrapper to make it playable on iOS browsers

Re. controls: I found that pressing the X key shows the controls.

This game is intriguing, but what are the rules, and also, what are the controls?

Very atmospheric. It works very well with the 64x64 limitation. At first, I was confused by the mess of different coloured pixels, but as I sprayed the room I realised that the pixel mess was the dirt, and cleaning it away revealed the crisp pixel art underneath. A very pleasing effect.

And a new version with title music by ridgek.

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.

I’ve uploaded a new version with a new level: level 6.

You’ll get a lot more players if you create a page for the game and upload the HTML export from Pico-8.

Very good! Great graphics, tight gameplay. I love the touch of running back to the bike after a crash.

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I find it impossible to play on a Mac laptop. Could you add keyboard controls for attack and clean?

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I’ve added a fourth level and a fifth bonus level. Plus more sfx and gfx.

I aim to add one more level after the bonus level, before the jam deadline. My goal was eight levels, but I doubt I’ll have the time. Five levels and bonus level will still be enough of a challenge.

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.

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Thank you.

Yes, it is difficult, but I hope that every time the ship gets cornered by the robots, the player can see what they could have done differently to get them first. Then when they see that pattern of robots appear on screen they’ll know the moves to make.

I’ve added a third level and tweaked the gameplay parameters and level design to make the difficulty ramp up a bit more gently. (Just a bit!)

The game is work in progress. I’m been writing it in my spare time, so I submitted it early to ensure I got it in before the deadline.

The game mechanics are all there. I am adding more levels over the remaining days.

I managed to score 500 and something points, but I have no idea why!

The best I can do is $99

My best score is $107

Fun! My best score is 118.

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I maxed out the craft and reached 218.

This is a great game!

Great movement system and animation. Tough game! I’ve only managed a pathetic score.

I know it’s a cross between a snake and a hippo, but I think of it as a Chinese dragon swooping through the clouds.