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A member registered Jan 14, 2017 · View creator page →

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I  am glad you enjoyed it :)

As for the colors - you can add more colors to each palette by tweaking the game code. You can find more about it in the bitsy faq here:

Hi Neru,

Sorry to hear that. This was a bug when 8x8 sprite data found its way into the editor - but I guess I haven't fully solved it. It works on my end, so I assume this is something to do with the browser data.

What I can recommend is trying those steps, one should solve them:

  • Refresh your browser window (F5)
  • Force refresh the window (CRT+F5)
  • Start a new game in bitsy HD
  • Click around the GUI in the "blank spaces" between windows and the Sprite window.  (I am not sure why this would work, but it did when I was tackling this bug previously - I think it has something to do with refreshing each bitsy panels).
  • Try a different browser, preferably one you have not used any bitsy editor in.
  • OPTIONAL, because it is more advanced and it can delete some stuff - delete web storage for your browser(s).

If anything else fails and you really want to make a bitsy like game a resolution different than 8x8, try môsi

It is bitsy-like engine currently under development. It has a little different workflow, but is very similar and more powerful in some aspects. If you have any questions on how to use it, come to bitsy discord and ask around :)

Hehe, I am glad someone found the chickens :D

Thank you for your kind words :)

While this game is not a direct adaptation, I think it might push someone to check the original story out.  

I definitely would like to make some other tiny games inspired by literature in the future. My previous Bitsy game "House of the Living" uses some elements from Poe's "The Facts in the Case of M. Valdemar," but it is far from an adaptation. It is a more generic Gothic story.

I haven't read the Lottery, but glancing at the plot it looks like something definitely  in my wheelhouse!

Just a heads up, I released another Bitsy game, but it is another small game and not the multiple-endings one I plan on releasing this December.


Yeah, I wanted alternative endings, but because it was a jam game and I have spent too much time on art I have run out of time :P

My next bitsy game (so similar story driven gameplay) will have alternative endings. I am hoping to have it done in December :) 


I would much rather you tag Bitsy as your engine, and if needed, you can link Bitsy HD in the description. Bitsy HD is just a hack and all credit should go to the original creator :) 

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Email sent :)

We have now resolved the issue over email. I have used some graphics from a tile sheet that I thought was Public Domain, but the art belonged to JimReed. I have now removed his art from the game. 

Bitsy Game Maker community » Games · Created a new topic Bitsy HD

So, this is not really a game, but a Bitsy Hack. 

I thought I will share it here in case someone wants to experiment with bigger tiles and sprites:

Bitsy HD

I am really glad you enjoyed it, thank you for the video, the article and especially your amazing comment :) 

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Thanks, I have really enjoyed your playthrough of both!

...and if you are playing a lot of small/indie games on your channel, you definitely have me as a subscriber :)

Bitsy Game Maker community » Help · Created a new topic Bitsy API?

With expanded dialog and variables now in bitsy... and especially because we can look and edit code of dialog, is there a bitsy API anywhere?

On my own I have learned that typing {var = x} in dialog will create new var with a value of X. By checking the forum here I have learned about {say {var}} and this post shed some light on how to write Sequence, Cycle, Shuffle and conditional. But, what else is there?

Even if there isn't any more, having a list of all available commands in one place would be a great resource.

The bug seems to only affect the editor. It will show the old values in the values panel, but it will not affect the gameplay.

Which is a shame. Because this bug gave me an idea about being stuck in a time loop or a "New Game+" type of mechanic. This could have been done using  those bugged variables, but sadly they don't truly save, just look like they do in the editor. 

As the artist on this game, I want to say big thanks :)

This is surprisingly addictive. Just spent like an hour playing!

On top of that it is super polished for a jam game! Great Job! 

Thanks a lot! Yeah, The earlier Ultimas are definitely an inspiration (as well as some zx spectrum and c64 fantasy games).

Awesome! Now I would love a config app/function that I can call from within TIC to modify those (and maybe keyconfig as well?). Similar to what Pico-8 does with keyconfig.

Any plans in the future to have font/palette included as a part of the TIC cart? If I design a game in a custom palette with a custom font, I would like it for others to be able to play the way I intended it.

Thank you for the kind words :)

I would be against loosening the limitations in such way. If TIC is supposed to be a fantasy computer, I would rather have fantasy limitations. I think TIC is a strong contender to be a fantasy computer to pico8's fantasy console.

Most of the 80s computers and consoles had a limited palette. If not not limited to single color palette, then it would use like 8/16 colors out of 64 or something similar. Same goes for fonts. Very few systems had multiple system fonts, and if they did, they usually corresponded to a different graphic mode.

From my experience with pico8, I can say that those limitations spark creativity, and attract people to the system.

Also, clear cut limitations is what made pico8 stand out. There is a lot of small game engines out there, but they seldom gain a big following. If you try to do everything you will get lost in a sea of lookalikes.

Saying all that, there wouldn't be anything stopping programmers from including their own fonts for their programs by utilizing the sprite sheet and some code.

If moonscript would be included, can we make it optional? (a function on the beginning: include moonscript or sth)

A big draw to pico8 and/or TIC for me as a new programmer is lua, because it is pretty simple, well documented and popular enough that I can google problems with relative ease.

Moonscript seems a bit more complex from what I see.

I am planning on keeping the 8x8 pixel logo, as I think it is an important aspect of the system. What bothers me right now is the main color (the gray is very boring) and the fact that the black implies going outside the 8x8 size but looks like it's missing.

As for the DB16. I think it looks pretty good, but the values are lacking. I am just starting with pixelart, so if you feel comfortable in tweaking the DB16 palette to fix its values, feel free.

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I have tested the varied font width and it works awesome!

With that in mind, I have started to revise the font. I fixed the lowercase x and tweaked some lowercase letters. The 5x4 size is a bit limitting, so the we don't have enough space for a counter in lowercase e or adding more heft to the lowercase i (as it is, a dot and a dash makes it look more inline with the other lowercase letters, previously it looked shorter).

For the uppercase I have decided to add a bit of chunkiness to their form. It is inspired by both Atari 8bit computers and early gameboy fonts. This will make the text altogether, but especially all uppercase, will be much more pleasing to the eye. The added width made M,T, W & Y a full 6 pixels wide, while I & L are now 4 pixels wide. I think it will balance the overall line width, especially with the lowercase letters being 4 pixels wide at most. (I am not sure how your text width function work, but I guess just reading where the "white" text pixel are and adding a blank pixel to the right for monospacing and making text read well.

Let me know what you think and see if that would work. I started working on the numbers, but I will look at the symbols, but I think those are already pretty good, needing maybe little TLC. I am thinking of making the punctuation symbols (. , ; :) a little thinker, because they are quite important for code.

edit: now with chunkier lowercase!

Ok, I will work on the font tonight, hopefully have it done by the end of the weekend.

One quick question. Do all the letters need to be six pixels wide? Normally, the 8bit fonts (atari 400/800, c64, Apple][ and so on) had a varied width and set height (as seen here here). To keep the font readable, it would be best if we could use varied font width. It all depends on how are you coding it. I can provide you with a table of widths for each symbol, so they can be rendered with correct spacing.

If you are using a ttf or otf I can just do the spacing in the font file.

As for the other things. I think making your own (or at least tweaking the DB16) would make the games/system more recognizable.

As for scaling the window. I would love either a key combo or a parameter to run the program at 200 or 300% size of what it normally runs. Tweaking the window size by hand each time you run TIC is a little fiddly.

I will respond to the rest of your post later, it was a busy day for me and I want to get cracking on the font.

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Just found out about TIC from this tweet.

It seems like a great platform and an interesting alternative for Pico-8, especially when it comes to bigger games thanks to the larger resolution and 512 tiles for sprites. I like the less saturated color palette, kinda reminiscent of Commodore64 and that it can run in the browser. All together, it looks like a great project.

I have only recently started learning how to code with Pico8, so I am not a programmer, but I come from an art and design background so I decided to throw my two cents from that perspective. Some of what I will say might sound harsh, but I am trying to be constructive with this feedback. I know TIC is still in its early stages of development, but there is already a lot of good here, but there are some things that might turn away potential users. I think with few tweaks it can become a great platform!

  1. The font. This is the biggest offender. It is very straining to read the text, especially with such a high contrast that is used in the editor. A quick and dirty fix could be changing the BG from black to the dark gray (color 4), but that would only minimize the eye strain and not fix other issues. I know that you have changed the font from all uppercase to this 6x6 font, but there are serious issues here. Things like pixel clumping on e and x, the lowercase j is a complete mess (why is it the only letter out of j p q y that does not go under baseline?). Lowercase l looks nothing like a proper l... and so on. Then we have the issue of kerning (space) between the letters, that tries to stick to the 6 pixels wide formula, even when the letters are narrower (see lowercase c or i). The font needs to be monospaced (so has the same amount of white space between each letter). The font right now is something that actively prevents me from trying anything in TIC. My eyes get tired after around a minute of looking at the text.
    I am not sure how your font works on TIC, are those just 6x6 pictures or a true .ttf / .otf files? If it is the later, I will be happy to make you a font similar to what you have now to use for TIC.

  2. The palette. I love that your palette is reminiscent of the c64 less saturated colors. For once, it creates a very good "branding" for the system, similar to what the colorful palette does for Pico8. However, you will find that the values (how light/dark the color is) are little too close to each other. This will lead to blurry pixelart. Here is a quick comparison between your and c64 palette. In the c64, outside of white and black you can find four distinctive value groups (Blue, Brown, DK Gray, Red), (Purple, Orange), (Green, Pink, M Gray, Lt Blue), (Lt Gray, Lt Green, Cyan, Yellow). Your value groups kinda blend together because they are not light/dark enough to be distictive. The first six blend together, then the second seven and last three. With only three groups, two of which hold the majority of color, fast paced games will look blurry. Pico8 can get away with it because of high saturation of its colors, but with more pastel palette like the TIC has, you might run into blur problems and making it more difficult for colorblind people to use your software. Overall, the palette needs only tiny tweaks.
    edit: Just noticed the palette tool and that you are using DB16 as default, so you might not want to change it. DB16 seems to work well for pixel art, but I have never seen it used in a fast paced game, so the issue above probably still exists. It might be a good idea to develop your own palette or add the palette tool as a part of the system, so developers could choose a palette for their game and players wouldn't have to change them by hand before playing.

  3. The UI. The UI works well (love the GOTO function option), but needs minor tweaks. The biggest one is again contrast, as described in 1. I would also change the top and bottom bar from white to something more subdued, maybe light gray (11) or even darker like medium blue (9). It would be even better if we users could set UI colors (a feature also requested in Pico8 due to colorblind difficulties). Adding icons to the top panel instead of numbers would also be a nice touch, because it is really easy to forget what number corresponds to what. Also a tracker view for sounds would be awesome, but I guess that will come with music.
    One thing that I think is spot on is the map editor. Subdued colors don't strain the eye and sprites are hidden in an expandable menu. I would love this to be also an option in the drawing panel, making the drawing window bigger where the sprite map is hidden (useful for working on tiles bigger than 8x8).

Other small UI / UX / ease of use tweaks to add:

  • Make the sound piano keys accessible with keyboard while on that screen / maybe print which keyboard keys correspond to which piano key on the piano graphic.
  • When you mouse-over the editor menu, change the text from current editor (e.g code editor) to where the mouseover leads (eg. sprite editor). New text in different color?
  • Add similar hints to the Find/GOTO/Function menu on the right in code editor
  • Add import/export of spritesheets and sounds
  • Ability to scale the window up by a factor (2x, 3x etc) for high resolution screens.
  • more exciting logo?

Again, sorry if I sound a bit harsh, but I really want to see this project blossom. I think those issues are stopping it from doing so. I want to help to the best of my ability to make TIC even better.

I think that one thing added to the popularity of Pico8 is the community around the forum. Making a dedicated forum where people could post their games ready to play and discuss the system would be of a great benefit. Same for a splore like function from Pico8 to browse games stored on this community website.

Anyway, let me know what you think about this feedback and if I can help in any way.