Now this is what I call good visuals! Amazing what you did on a game runnable on the actual hardware! (Even though I cant test it so... Ill take your word for it :P)
Fonzy
Creator of
Recent community posts
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! 😁👍
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!

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.
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.
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!




