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Fonzy

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A member registered Apr 23, 2023 · View creator page →

Creator of

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I'm happy you liked the game and thank you very much for your feedback! 😀

I'll have to look on the camera  sensitivity then! 

You have a point that the enemies are hard to see when they're far away. This was a problem I had quite some hard time with. Because I wanted to have multiple enemy types in the game, distinguishing between them was hard when they used the same color palette.  Therefore I used different bright colors for different enemies. The idea was that when you se bright pink pixel, you should know that its the pink slime. You see a green pixel? Its the big green slime. Orage pixel is a floating fireball. Blue pixel is the giant slime and purple with bright yellow is the mage. Even so, looks like my solution still wasn't perfect 🤣.

I bet there is a more elegant solution than mine and yours might be better. I'll try to experiment more in the future! 😁👍

I'm glad that you enjoyed the game! 😁

Yes, making the game was pretty much the only thing I was doing in my free time during the jam. 😅

Thank you! Making things at least recognizable was incredibly tiring work :'). Some people had problems with mapping the space around them, so im glad that you enjoyed it :D.

Beautiful game. CTR effect in a 64x64 game is somehow really funny idea :D. I love the spawn sound effect.

The rope physics was a bit iffy on moving objects, but the level design wasnt making it feel unfair. 

Great graphics and idea!

Another very well done game :D. The mining reminds me of Terraria. Had me googling what Materiel means XD, never heard of it before :D. (not native english speaking) Multiple key bindings are user friendly, which i really liked.

Also, I have some recommendations on QOL improvements to make the game even better:

  • Mining upward (maybe it was a point to not have it idk, would be nice tho :D)
  • Some icons for the top bars. I was a bit confused at the beginning what was what.
  • Descriptions in the menu for the selected item, so the player knows what theyre buying/upgrading/selling

Had fun playing, good job!

Very nice game! The controls are simple and quickly understandable.

The chosen music was great and fitting, even though the loop started to feel a bit repetitive towards the end. The powerups were a nice  too.

The only change I’d make is the coloring of the items. When your speed is high enough, you don't have enough time to distinguish items by shape alone.

Great entry!

Amazing bosses, graphics, and gameplay! My only complaint is the lack of WASD controls, but that's more a matter of personal preference :D.

Great job with the score!

Anemoia :D? I'd say that a lot of people (including me XD) were inspired by other games and put their own spin on them.

Thank you so much for playing!

Very satisfying cleaning. The fluid physics are good, though I had a hard time wiping the corners clean. :]

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I don't think I've ever played a game with a concept like this before :D It's very unique!

The controls were a little weird, though. I was basically playing with one eye while keeping the other on the key descriptions. :']

Even with the primitive graphics, it was perfectly clear what you were supposed to do in the game. The level design was excellent!

Still, I'd kill for better jumping mechanics :D

Yes! Thank you very much and I hope you enjoyed the game to it's fullest :D.

My man seriously thought that 64x64 was way too many pixels, what a madlad! The game looks like it came out on the Atari 2600 :D.

It's impressive how you still managed to create a totally playable game. Good work!

Thank you so much for the stream!
Yes, I managed to add a few more important things. Unfortunately, I didn't figure out how to make it easier to navigate the space at such a low resolution, which seemed to be the biggest problem during gameplay :')

I really appreciate the warning about obstacles! Very nice graphics, a great color palette, and nice animations.

Pretty neat game! The music for the boss is also pretty catching 


Great idea, but the game suffers from the same problems as my game XD—the concept would work much better at a higher resolution. I can’t see anything in front of me at all, and there are several reasons for this caused by the low resolution:

1. In every frame, almost every pixel changes color, so it’s incredibly hard to keep up with what’s happening

2. With the green background, it’s impossible to tell what’s just the background and what’s the acceleration track. (The same goes for the blue one.

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I like Worms, so I'm not surprised I enjoyed this game. I just have two issues. The controls seemed a little unintuitive to me. Maybe I'd assign aiming, shooting, and weapon selection to the mouse? I'd also add fall damage. Other than that, though, it's a nice game

Edit: In my last game, I spawned in the water and died before I even had a chance to play XD.

I was on a pacifist run, but that crab just had to ruin it! :D

Great platformer and eye candy. Crazy smooth animations.

The crab fight was pretty tough, which is good! Giving him a healthbar would be nice tho :)

Arrow keys making the game "unplayable" wasnt a problem, I believe in W A S D superiority XD.

If this isn't the winner, then the voting was rigged! 10/10

Even though I don't drink beer, I really enjoyed the game. The synthwave aesthetic is nice. The only issue I had was that I didn't see the coolers until it was too late to drive over them. Maybe make them unshaded so they're visible even in the fog?

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Thank you very much for the feedback!
I am currently working on audio and I can say that the SFX will 100% tell  you that you got hit! On the other hand, making other levels is currently my second biggest priority, so given the time left.... implementing the indicator will be iffy :P.

Nice and chill game. You can just sit back and.... well.... chill.
Bonus points for giving you the ability to make a smiley face : )

Really enjoyable game. Makes your brain think in the later levels. :D

Hiya! The development section looks a little empty right now, so even though I don’t have anything special, I decided to add something here :D.

Even though this is my first game jam, the first game I’ll be exporting to HTML5, and my first game in this genre.... ouch... I decided to make something other than just a text-based adventure game. The first thing I thought when I saw the 64 x 64-pixel requirement was: “Damn, that’s small! Aren’t you guys taking this a bit too far?” 

After all, the NES has a resolution of 256 × 240 px, and if we go even smaller, the black-and-white Game Boy had 160 x 144 px! But then I figured it might actually be a pretty good challenge, and since I really don’t want to go outside in this crazy heat just to roast in the sun, I might as well do a little programming.

My idea (which I hope to see through to the end) is to create an FPS reminiscent of the old 1993 Doom or Wolfenstein 3D.

The premise is that the main character has been imprisoned on an unknown planet full of monsters, and his task (or rather, the player’s task) is to escape the planet.

I found out about the game jam 12 hours ago from a friend on a Discord server and decided to give it a try. I haven’t come up with anything major yet. In LibreSprite, I’ve only created a few textures for the walls and floors, and I can render a view from the game that I can control. I’ll add substantial content like enemies, items, and environmental details later.


^ A part of a wall texture in LibreSprite. The game is made of blocks of walls, each having a 16 x 16 texture, so for a readable text i need 2 textures.


^ This is how my game looks at the moment of writing this.

Even so... with my limited experience, I'm already pretty happy with the game as it stands, so hopefully it'll turn out well. Anyway, that wraps up this short devlog, and I wish everyone else happy coding and, above all, lots of fun!