This jam is now over. It ran from 2017-07-31 23:00:00 to 2017-08-16 23:00:00. View results


The LOWREZJAM was originally devised and hosted by Devi Ever. However I, Jack Oatley, noticed that it had been over a year since the last jam and I asked Devi if I could host one this year, and she approved. LOWREZJAM was my first jam on, and I met a lot of cool people and it was fun to enter. So here we are, lets keep that positivity going! Following Devi's example, I made the jam header image as an example of what another game would look like if it was 64x64!


Well, we're just over a year late, so this jam will be taking place on these dates:

Jam: August 1st - August 17th

Voting: August 18th - August 24th


You're already there! The jam will be hosted here on 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.


The goal of the jam is to create a game with a resolution of 64x64 pixels. 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.


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

Last year's highest rated game: Umbri by Cronus

Norman's Sky by nothke

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.


  • 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
  • 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.