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A member registered Apr 22, 2017 · View creator page →

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i've been thinking about games which are not meant to be speedrunned, discovered this at a right time.

i had performance issues too, sadly i wasn't able to do much more.. it's a custom 3D renderer and the math is hard to optimize further. best i could do was reduce the voxel scenery to its bare minimum (all the mountains are hollow, for example).

full screen on the TIC-80 is possible, it isn't so much about the drawing speed, but the sheer amount of triangles to process.

did not think that a photo could be a time warp as well.. in a story-heavy game, that would be the way to go! i think future builds are going to be more open-ended/open-world though

lovely, the kind of creativity you only see in game jams.

ahaha the music is charming :)

i caught some bits where the 64x64 grid seems to be broken? you can see it in the 'LEVEL BOOPED' preview image too, under the 'P' in booped

having played all entries from FC Jam, this was my personal favourite. it has a charming design language, and is able to teach the player without explicit text advice. congrats on reaching #4!

outsider art

this game is hypnotizing! using the power-ups is very satisfying :y

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pretty peaceful game.. AAA there's a shark!!

reminds me of LCD games :)

because of the large play area, there are many fruit and gems that don't influence gameplay. sometimes gems would rapidly spawn in my face

i could smell this game. cool background fx

very intuitive and fun little game

a minimalist masterpiece.

way cool effect work!

liking the original control scheme here!

i think something went wrong the first time i played this, the gods would not become satisfied no matter how many of those items i brought to them. but after that the game worked smoothly, it's fun and highly replayable!

pretty challenging.. customers keep coming in and i haven't memorized the recipes :o

Looking nice, and the updates are very informative.

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Ah, sorry, the controls should be stated more clearly. It's Z+X together to launch a menu - but inside the menu, you use arrows to move and Z to select (or X to cancel).

In the case of verbs, there's something in the village that lets you change your action. The level design is meant to nudge the player towards that discovery early on, but it's still possible to miss.

A lot of the lag was about texture swapping rather than draw distance. I've now uploaded a fixed version with improved performance (game is otherwise the exact same).

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* download TIC-80 from

* type folder in the TIC console

* copy lowrez17.tic to the folder that opens

* in the TIC console, type load lowrez17.tic

* type run

Additionally, if you were to create a standalone Mac build with the command export native, I would gladly upload it! I have no way of doing this myself.

fruit glitch

Reminds me of the first Zelda a lot, as you said. The movement-based attack and tough enemies make you watch your step carefully.

Bug report: the hit point text was misplaced for me, breaking the 64x64 limit. 

This is a unique take, it's really stretching the limits of low res gameplay. Her mannerisms are enough to hint a bit about her personality - however, she got stuck in the "yay" position after finishing the fighting game.

Moody visuals. For all its simplicity, the enemy types seem to have their own personalities. Appreciate the little details like particle effects and score turning yellow once you pass your previous record.

Maybe it's just because I'm a Touhou player, but I think the difficulty could scale a bit faster. 

I love that you have this continuity going on between Lowrezjams! Pretty ambitious, there's quite a bit to explore and interact with here. Looks cheery and the screen doesn't feel too cramped.

Sounds like you stumbled upon the developer features of TIC-80. In the current version, there's no way to disable them in exported builds.

Pretty fun and ambitious, but with a simple core mechanic. Traditional moving and jumping were almost unnecessary because of how versatile and snappy the rotation is. For further development, maybe you could focus solely on the rotation, use falling height as some sort of variable for combos? 

The sliding is a cool touch, and cute character designs are always a plus. No real negatives to say about this.

it's a very☆ nice

Interesting, requiring certain amounts of health for passing thru locked doors. Perhaps this could be expanded to using health as a currency in general.

Right now the collisions seem to simply subtract your velocity, which causes a stuttering effect - collision events could be used to align the character pixel-perfectly.

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(by softmagician on Discord)
had some nice progression.
starts slow enough, and after it's established that not jumping makes it easier to hit enemies (no need to rotate the turret except for discrete 180 deg increments) it challenges you with the double jump
eventually the missiles turn this into a rule and you start worrying about health

it's a very nice

Guaranteed to spark your imagination.