Unfortunately all work needs to be done within the given time constraints. There are ways you can set yourself up for success, like building a template for the restrictions within the engine you're using. See the Resources page for an idea of what you can do and what assets you are given to work with.
phillip
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If you have any questions about the rules of the jam that are not answered below feel free to ask them in this thread and I will get back to you as soon as I can!
When can I start working on my game?
Your game, including all assets outside of the resource page, should be made within the jam’s duration.
Does my game have to run on a real Nokia 3310?
Nope! We're just using the restrictions as a design space.
Can I make my own engine?
Yes! Many participants have done this. Feel free to make the framework before the jam begins. Just make sure it doesn’t put you ahead of other people using pre-made engines.
How do I make my game as accurate as possible to the Nokia 3310?
None of the following is necessary to submit a game and it won’t improve your score. This is for those who want to go the extra mile. Game fps should be 15. Ensure you are not using more "modern technology" like physics engines, 3d graphics, etc. The simpler the better. You could simulate the LCD's ghosting. The Nokia 3310’s screen also did not use perfectly square pixels. Each pixel was likely a 3:4 / 7:9 ratio.
The Nokia 3310 was incapable of sub-pixel movement and sub-pixel scrolling so it is NOT allowed. This means all pixels must be perfectly aligned with the pixel grid. There should be no half-pixels even while moving. The ultimate challenge would be to get your game running on a real Nokia 3310!
Only 12 controls are allowed but the Nokia 3310 has 16 buttons.
The jam excludes the 4 menu buttons as they were usually used to navigate menu's and not play the actual game.
Can I mix and match the three color palettes?
No. You should be selecting one option and making your whole game with your selection. Palette swapping is allowed if it is an option/setting and not part of gameplay.
This submission has been disqualified from being ranked due to violating the resolution rules. Main character moves at fractions of pixels indicating that the game was not scaled up correctly to retain 84x48 pixel resolution.
Next time, if you need help ensuring your game stays within the rules there are many talented devs on our Discord that could help you out! Congrats on making a game :)
This submission has been disqualified from being ranked due to violating the resolution rules. Main character moves at fractions of pixels indicating that the game was not scaled up correctly to retain 84x48 pixel resolution.
Next time, if you need help ensuring your game stays within the rules there are many talented devs on our Discord that could help you out! Congrats on making a game :)
This entry has been disqualified from being ranked due to violation of the resolution rules. While the actual game itself is restricted to the correct resolution, you deliver important instructions for the game outside of the required resolution. For that reason it is disqualified from being ranked. Awesome submission though!
I am unfamiliar with Godot but yes you should build the game in 84x48 and scale it up to a viewable resolution. You should also ensure that your ui is scaling at the same ratio as the rest of the game. There has been some discussion in the discord concerning optimal Godot settings for this low of resolution so that may be worth checking out :)
Ill update all of them but here is the new link for you: https://discord.gg/A6nxGXydZB
This entry has been disqualified from being ranked due to not following the resolution rule, having more than two colors, and not following the audio restrictions. Specifically the ui elements do not follow the correct resolution, the lightning bolts and text have different colors from the rest of the game and the music does not follow the one monophonic audio rule.