8biter Game Jam is a recurring jam celebrating a forgotten mastery of game development:
Fitting the most creativity, gameplay, and personality into the smallest possible space.
Inspired by the 8-bit era—where developers worked with tiny memory budgets and limited hardware—this jam challenges modern devs to rediscover that discipline and turn constraints into strengths.
This is not about nostalgia alone. It’s about craft.
Example by @KassumiDirect:
Example by Nintendo for Mario 1 on NES: (ACTUAL SIZE)
Example by Nintendo for Mario 1 on NES: (Expanded to see better)
“Whether you’re an indie newcomer or hardcore jam vet, 8biter brings out your tightest design skills. Compete to build elegant games that defy file size expectations!”
Early game developers didn’t have:
They had:
8biter Game Jam exists to celebrate that mindset and challenge developers to push themselves creatively by doing more with less.
Interpret the theme literally or creatively, but it must be clearly and meaningfully present in your game.
To honor classic 8-bit hardware limitations, all games must be fully playable using only the following controls on controller or keyboard:
This constraint is intentional and should influence:
Your game must include:
This is a complete game challenge, not a tech demo.
To keep the competition fair across engines and languages, two builds are required.
❗ Both builds must be functionally equivalent.
Your Total File Size is calculated as:
Total Size = Browser ZIP size + Windows ZIP size
Games will be judged using common, familiar jam categories.
Each category is rated 1–10.
Base Score = Gameplay + Visual Readability + Audio + Theme Use + Controller Use
After judging, each game’s Base Score is multiplied by a size-based modifier.
Smaller games receive a larger bonus. Larger games receive little or no size bonus.
≤ 50 KB × 2.00
≤ 100 KB × 1.80
≤ 500 KB × 1.65
≤ 1 MB × 1.50
≤ 5 MB × 1.35
≤ 20 MB × 1.20
≤ 50 MB × 1.10
≤ 200 MB × 1.05
≤500MB × 1.00
Final Score = Base Score × Size Multiplier
Fun and creativity come first. Efficiency separates great entries from good ones.
There are no engine bans, only tradeoffs.
These do not affect final rankings:
8biter Game Jam is built around one core idea:
Limitations create better developers.
Each jam explores a new constraint inspired by classic hardware:
All focused on rediscovering the lost art of efficient game design.
Strip it down. Optimize everything. Make every byte count.
Welcome to 8biter Game Jam #1
Any engine or programming language is allowed. JavaScript, C/C++, Godot, Unity, Phaser, Pico-8, and custom engines are all welcome. There are no engine bans — only size tradeoffs.
Yes. Solo developers and teams are both allowed. There are no team size limits.
The jam runs for [9 days]. The exact start and end times are listed at the top of the jam page.
No. You may use pre-made or previously created assets, as long as you have the rights to use them and they fit the jam rules. Proper credit is encouraged.
Yes. A browser-playable build is required for judging. A desktop build is also required for file-size comparison.
Yes. Any input method is allowed as long as it maps cleanly to the required controls: D-Pad, A, B, Select, Start.
File size is calculated by adding the Browser ZIP size and the Desktop ZIP size together. Only the uploaded ZIP sizes are counted.
There is no hard size limit. Larger games simply receive a smaller size multiplier.
Try to submit your best final version before the deadline.