Unfortunately the frog jumps to the wrong place when this is played on mobile.
dredds
Creator of
Recent community posts
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.
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.
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.
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 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.
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 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.
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!
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.
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.
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.













