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dredds

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

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Unfortunately the frog jumps to the wrong place when this is played on mobile.

This is a joy to play.

I keep coming back to this game for one more play … it’s so satisfying to connect everything up and see it all glowing blue.

Incredible wizardry!

I really enjoyed playing this. I ate all the humans in 141 seconds.

Very good!

Very nice puzzle. I’d enjoy it more without the time limit, though. Having to start from the first level again is a harsh outcome of running out of time.

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I am amazed at how much you have squeezed out of 1k of code. The feeling of speed and going up and down hills is very immersive. And then day/night cycles. And different stages with time limits. And a full game loop with scoring and restart. An incredible achievement.

Definitely has a horror vibe. I found that I wanted to back away with the C key instead of running in the direction I am holding the ball.

My best score so far is a measly 34.

Note: Any button, not the only Z key, drops the yolk.

Also, I suggest that you check through the eggs to find if the yolk is placed correctly in the opposite order to which you draw the eggs. At the moment, when you drop the yolk the game sometimes eliminates an egg that is underneath other eggs, which feels a bit odd.

Hard game! But a fun concept. My best score so far is 28.

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I like the risk/reward trade-off in this game. Having to get close to the blobs to drain their energy, and then draining their energy changes their direction, adds depth to what at first appears to be a simplistic game. The minimalist presentation is excellent.

I find I get overwhelmed by blobs very quickly. Maybe the player could drain the energy of the blobs a bit faster to make the game a bit easier and games go on for longer.

In the latest update:

  • The game plays a jingle when you solve a level.
  • The level parser is robust to invalid level data. The game won’t crash and it will display a (terse) error message explaining what is wrong.
  • There are twelve puzzles to solve on the game’s Itch.io page.

I love it. It’s a clever game mechanic that keeps the action moving. I thought the constraint of always facing the center would be limiting, but with the ship movement the player can aim shots and dodge opponents, and the game is very fluid. The game is tough but fair … at the end of a game I always felt that I could do better next time.

The presentation is excellent, especially the oscillations of the border.

Really impressive for under 1k.

Incredible! It plays so well.

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.