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2019 Js13kGames Winners (js13kgames.com)
246 points by greggman2 on Oct 10, 2019 | hide | past | favorite | 37 comments



I'm hugely impressed by this and applaud the effort, I've played the top game a bit and it's very nice, especially if you've not played a game with rewind/replay mechanics before.

I was wondering exactly what had to be under 13K, so I looked in the repo (a staggering 2.4M zipped), where even just the /src/ directory is a bloated 108K. The answer is, when you build it, it creates a single index.html which is a rotund 35003 bytes, but which zips down to a svelte 11764 bytes.


If you want to see what a 1kb game looks like, here is the full writeup of the original 2010 JS1K winning entry: http://marijnhaverbeke.nl/js1k/ (use arrow keys to move and space to jump)

The smoothness in the graphics of the winning Js13k game blow me away. I love the way it "rolls back" after the timer ends, and would love to see a dev blog writeup from the authors.


Wow, that 1k game is insane. Not only you got a lot of details in the visuals (cloud, rainbow, trees), you also have multiple mechanics such as coins, falling terrain and flower obstacles. Amazing.


The winning entry is indeed pretty great! I could spend a lot of time playing it if the puzzles were a tiny bit more difficult.


> http://marijnhaverbeke.nl/js1k/

Subtle bug in this one. When the game resets, it doesn't reset your vertical velocity.

Still quite impressive.


Replying top level to say thank you all for the lovely comments on our game, 'xx142-b2.exe'. It was a huge surprise for us to win this!

We are slowly working on a dev blog/post-mortem for the game. Coming soon!


Congrats, this was so impressive! Game graphics is an area I know nothing about. Everything just seemed magical.


In case js13kgames is still down, see this GitHub Blog post [0] for the winners.

[0] https://github.blog/2019-10-08-js13k-2019-highlights/


The mark of a great entry is a fully playable game. And "xx142-b2.exe" certainly succeeds on all fronts. The graphics details are amazing: infinite fog drop off, spotlight reflection, ambient floor animation, etc. I feel like they could have saved bytes with procedurally generated levels. But it wouldn't have been nearly as fun progressing ;)


Great to see this! I was recently going down a rabbit-hole of demoscene & 64k intros, and this stuff is very fascinating to me.

Played the first few games & had a blast! I really like the second one with the boomerang throwing mechanic. The FPS Swagshot was cool too.

Also, 'Racer' (#15) gave me flashbacks of the old Rad Racer days!


Hug of death, anyone? :)


does anyone have any good guides for making games like this? I want to start but have no idea where..



ty!


What was the theme this year?



Are there any examples of competitions that have themes that are more (for lack of a better term) constraining? I find the theme for most game jams is so vague you can shoehorn any entry you want in to it. Demake competitions are interesting.


A couple of examples spring to mind... and the URLs should be adequate in hinting at what the constraints are :)

- https://itch.io/jam/cga-jam

- https://itch.io/jam/fantasy-console-game-jam-3

- https://itch.io/jam/2-buttons-jam-2018

- https://itch.io/jam/procjam

- https://itch.io/jam/1-bit-clicker-jam

- https://itch.io/jam/gbjam-7

- https://itch.io/jam/musicgamejam

If you can think of a constraint, there's a good chance a jam already exists for it. If not, hosting one is easy, and very fun / fulfilling. See https://itch.io/docs/creators/game-jams.


itch.io has loads of small game jams running all the time:

https://itch.io/jams


Pretty nice. Too bad a number of these don't work in safari.


From my experience doing web development, that's not surprising. Safari is sorta the king of broken, half-implemented Javascript APIs that will advertise support but don't really work correctly.


I find that javascript apps often work in two of the three browsers.

If someone develops entirely in Firefox, there's chance it'll work in Safari or Chrome, but not both.

Same for if someone develops in Safari.


Cool games! I like stuff like this, but I have never understood really the meaning of making it under a specific size?


It originates in the constraints of hardware, particularly 8 and 16-bit computers with typically 4K or 64K addressable memory. Starting with the modification of existing games, it became a challenge to push how impressive a program could be made (typically an audiovisual demonstration "demo"). Such hardware becoming obsolete added to the impressiveness.

Demo and game competitions without constraints exist, but naturally become a competition of art and design, where use of existing engines is rewarded, discouraging programmers. The constrained competitions can be more appealing to programmers, where programming creativity is better rewarded.


Just a bit of historical update - most 8-bit machines topped out at 64k of memory (8 bit data, 16 bit address space), but some could do more with extra hardware or "tricks" (paging a special 8k block using a custom MMU or similar); even then, memory tended to be limited just due to cost if nothing else.

16-bit machines usually had a larger address space; the Motorola 68000 had a 24-bit address bus, for instance. While that allowed for quite a bit of memory, again (at least for most consumer hardware) most people were limited to at first 512k to 1Mb, then as the early-90s wore on, up to about 8Mb - at which point 32-bit cpus became affordable.

So the only place you really saw larger amounts of memory (and this is more my understanding than experience, as I was just a kid then) with 16-bit machines was usually businesses and other "larger scale" computing that had the need and finances to afford it. As always, I suppose.


Constraints typically feed innovation; it also levels the competition playing field to some degree, and controls what kind of games gets produced, and what tooling is used/viable.

And thus changes the expected audience to the challenge -- ideally, everyone there is interested in the same goal, with varying experience; the kinds of goals that will appear depends on the constraints imposed


Constraints can help to get to creative solutions.

Lines of code/package size, libraries used, performance requirements, deadlines, etc.


Page is down for me.


    <h1>Whoops, looks like something went wrong.</h1>


Same here.


fixed!


still down, sorry... are you using static hosting? i wouldve expected a 13kb games site to not really need a server


Still down.


back up again, and trying to keep it alive


Sorry, no, all pages report "Whoops, looks like something went wrong."


aaaaand it's back again (at least right now)


hackernews'd




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