This jam is now over. It ran from 2018-07-31 23:00:00 to 2018-08-16 23:00:00. View results

Who?

The LOWREZJAM was originally devised and hosted by Devi Ever. I, Jack Oatley, have only been hosting it since 2017, the show must go on! LOWREZJAM 2016 was my first jam on itch.io, and I met a lot of cool people and it was fun to enter. My hope is that this can be the case for many others!

When?

The jam this year will be taking place at the same time as 2017's LowRezJam.

Jam: August 1st - August 17th

Voting: August 18th - August 24th

Where?

You're already there! The jam will be hosted here on Itch.io. Though it is highly recommended you also share on Twitter using the hashtag: #LOWREZJAM. And join in on the community chat in the jam forums here (See Community link near top of page), it is also good to keep a devlog of your game's progress here. And you can join our Discord server! AND you can find a team on the jam's CrowdForge page.

What?

The goal of the jam is to create a game with a resolution of 64x64 pixels or less. You can use whatever programming language or tools that you wish. With no other restrictions on graphics, sound, 2D or 3D, nor a theme. The world is your oyster, as long as you stay in your 64x64 cage, of course! The game can be scaled up to fit in a bigger window, but the view in game must remain 64x64! More can be found out in the FAQ below.

How?

Creating something in such a small space is certainly a challenge, but far from impossible. You only have to check out 2016's 387 submissions and 2017's 233 submissions to see so many possibilities. Here's straight up examples:


2016's highest rated game: Umbri by Cronus

2017's highest rated game: Legend Of Xenia 2 by Baku

2016's Norman's Sky by nothke

2017's Don't Let Them In by NPJarcade


So, what do I win?

There are no prizes for this jam. Only the enjoyment of friendly competition within a great community, the experience of challenging oneself in news ways and to gain learning and inspiration! You are however welcome to make friendly wagers with your personal friends on who orders the next take out.

Extra Resources:

Pixel Vision 8 - is a fantasy console and has several templates designed for #LOWREZJAM to help you overcome and embrace the graphical challenges of the jam. You can find the templates here: https://www.pixelvision8.com/low-rez-jame-systems. And you can follow PV8 on Twitter: https://twitter.com/pixelvision8

Nano - A nifty fantasy console whose native resolution is 64x64. It seems you have to run the game on the site, but you can generate a link directly to your project. https://morgan3d.github.io/nano/

FAQ:

  • Is there a theme? NOPE.
  • Can I work with a team: YEP!
  • Can I submit more than one game: YEP!
  • What language or tools can I use? Absolutely anything.
  • Are there restrictions on sound or music? NOPE.
  • What existing assets can I use? While it's encouraged to create original assets for your game, you're welcome to use any assets you have the legal right to use, furthermore; it's always good to credit sources even if you don't have to!
  • Can I scale the screen/window? YES! As long as the game resolution of 64x64 is maintained.
  • Can I go lower than the 64x64 resolution? As per previous LOWREZJAMS, YES!
  • Can I go higher than the 64x64 resolution? NO. That would just defy the point of the jam.
  • My game is for mobile, can I include controls outside the 64x64 limit? YES! As long as they are just controls.
  • My game is for web, can I add border art outside the 64x64 limit? YES! As long as it's part of the page and not rendered by the game.
  • I want to use Pico-8, which has a resolution of 128x128, what do I do? There is a mode, called "mode 3" that sets your game to 64x64, I don't know much about it but this is how to set it: poke(0x5f2c,3). And here's a source reference https://www.lexaloffle.com/bbs/?pid=20835.
  • I want to use LIKO-12, TIC-80 or [insert other fantasy console here], but I CAN'T change the resolution to 64x64, what do I do?  In this case, YES you're allowed to clip the screen to only use 64x64 or lower, and leave the rest as empty (preferably black) space.
  • Can I have a higher window resolution if it's only to maintain a certain aspect ratio? Like above, YES, but make sure it's blank space. For example; most engines will do this anyway when going fullscreen, rather than stretch.
  • Can I use screen effects like CRT or scanlines that may exceed the actual 64x64 limit? YES! But, make sure it's optional and that the game itself is 64x64 before effects.