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Thinking of making a 64x64 FPS what do you think?

A topic by Arowx created Aug 02, 2024 Views: 3,468 Replies: 5
Viewing posts 1 to 3
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So what about a 64 x 64 FPS, and threw together some assets models in Unity and managed to make this mockup:


The image shows the number of enemy robots left a health bar and ammo, a green crosshair over the distant (few meters away) red robot.

Will add a scope so player can go ADS on distant enemies.

The idea is a free flowing FPS game but in a maze with 4096 enemie robots to destroy.


Closer look at enemy robot and changed the players gun colour as it looked like part of the robot.

Should I try and make this?

It looks cool, I remember seeing an asset for Godo, although it was broken, the idea seemed interesting to me even before the jam.

If you check submissions for the previous LOWREZJAM jams, you'll see there were a few attempts at FPS games with 64x64 resolution. Imho the resolution is just too small for any kind of viable 3D game. It's mostly because anything further than a few steps in front of your camera cannot be rendered in a visible manner anymore.

That being said, don't let this descourage you. Please do try it out. You may find workarounds, or come up with gameplay ideas that circumvent this limitation. Good luck!

(1 edit)

It depends on camera angle in perspective or even isometic camera could get around this.

I'm going to try a zoom optic for more distant things.

Could I even cheat and render to 64x64 but use super scaling tech to render it at higher resolution?

For this jam the final render has to be 64x64. You can scale it up but you have to maintain pixel size proportions.

What if I went for a insect eye rendering with multiple 64x64 images making up a view of the world?

Maybe in a 2-3 high and 3-5 screen wide view?