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Website review

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What is TIC-80?

TIC-80 is a free, open-source "fantasy computer": a small, self-contained environment for making, playing and sharing tiny retro-style games. Everything you need to build a game—code, sprite, map, sound editors and a command line—is built in, and the finished result is saved as a cartridge file that can be stored and played on the website or packed into a standalone player for other platforms.

The defining feature is deliberate constraint. Projects are made within a 240x136 pixel display, a 16-color palette, 256 8x8 sprites and 4-channel sound. Those limits suit people who want a finished small game rather than an open-ended engine: beginners learning game logic, jam participants, and hobbyists making demakes or arcade-style experiments. The trade-off is that anything needing high-resolution art, large assets or complex 3D must be faked within those limits—though the cart list shows creators pushing at the edges, with voxel rendering, a 3D racing game and PCM audio demos alongside straightforward platformers and puzzle games.

If you are deciding whether to try it, start by browsing the cart gallery to see what the constraints actually produce, then open the built-in editors and make one small thing—a single-screen game with movement, one sprite and one sound—before planning anything larger.

How do I create and share my own game cartridge on TIC-80?

TIC-80 gives you everything you need to build a game in one place: code, sprite, map and sound editors plus a command line, all working within fixed limits like a 240x136 display, 16 colors, 256 8x8 sprites and 4-channel sound. When you finish, the project is saved as a single cartridge file that can be stored and played on the website, or packed into a standalone player for distribution. That all-in-one, small-file workflow is the main reason to pick it over a general engine.

A practical path from blank project to shared cart

  1. Start from a template. Open TIC-80 and load one of the built-in demo carts rather than an empty project; seeing how code, sprites and sound hook together saves time. The showcase on TIC-80 includes small, complete examples across genres, from platformers to demakes, that are useful as reference structures.
  2. Build inside the limits. Design sprites at 8x8 and keep the palette to 16 colors. The tight constraints make small games feel cohesive, but plan sprite and map budgets early; running out of tiles mid-project is the most common friction.
  3. Use the editors together. Draw sprites, lay out maps, write sound in the tracker, then reference each from code. The command line handles loading, saving and running carts.
  4. Test in the player. Run your cart in the standalone player early, not just in the editor, so input handling and performance issues surface before release.
  5. Save and share the cartridge. Export the cart file, upload it to the site so others can play it in the browser, and optionally pack it into a distributable player. A short description and a genre tag help people find it among the many community carts.

Choosing how to share

Route Best for Trade-off
Play in browser on the site Quick feedback and visibility Needs an upload and a working web player
Standalone packed player Offline play, itch-style distribution Larger download; you manage hosting
Cart file only Other developers remixing your work Less accessible to casual players

If you want feedback before publishing, share the cart file with a few players first and watch where they get stuck; that is usually more useful than polishing graphics further. For inspiration on scope, the community carts listed on TIC-80 show that small, focused ideas, such as a single mechanic or a themed demake, tend to read well within the technical limits.

What are the technical limitations of TIC-80's 240x136 display, 16-color palette, and 4-channel sound, and how do they affect game design?

TIC-80 enforces a 240x136 pixel screen, a 16-color palette, 256 sprites of 8x8 pixels, and 4-channel sound, and these caps shape both what a game looks like and how it must be built. The display is small and low-resolution, so readable text, clear silhouettes and generous spacing matter more than fine detail; a single 8x8 sprite occupies roughly one-thirtieth of the screen width, which makes character scale a deliberate choice rather than an afterthought. The 16-color palette means color is a scarce resource: designers typically assign fixed roles (background, terrain, player, hazards, UI) and reuse them consistently so players can parse scenes instantly. With 256 sprites total, sprite sheets, animation frames and tile graphics all compete for the same budget, which pushes teams toward compact tilesets, flipped or recolored sprites, and procedural drawing instead of large hand-drawn art. Four sound channels force prioritization between music and effects; common approaches are dropping a music voice during key sound effects or writing sparse, rhythmic tracks that leave headroom.

How this changes design decisions

  • Readability over realism: at 240x136, a hazard must be distinguishable by shape and color alone; avoid subtle gradients or near-identical palette entries.
  • Scope control: limited sprite and sound budgets reward small, focused games—one mechanic, one screen size, a short loop—over sprawling content.
  • Iteration speed: the built-in code, sprite, map and sound editors keep the whole pipeline inside one tool, so prototyping and tuning happen quickly.
  • Distribution: the output is a cartridge file playable on the site or packed into a standalone player, which suits game jams and small releases.

The trade-off is expressive range: detailed art, orchestral audio and large worlds are impractical, but constraint-driven style is a genuine strength for retro aesthetics. As a next step, sketch one screen at 240x136 with a 16-color palette before writing code, then check whether your sprite count stays under 256 and your audio fits four channels. Browsing the showcased cartridges on TIC-80 tiny computer—such as the Hollow Knight demake or the PCM audio demos—shows how creators work within these limits in practice.

How can I play TIC-80 games on platforms other than the website, such as desktop or mobile?

TIC-80 games can be played offline through the free TIC-80 "fantasy computer" itself, or packaged into a standalone player that runs on desktop and mobile platforms. On the site, each game is distributed as a cartridge file; you run that cart either inside the TIC-80 application or inside an exported player, so the same game can move from browser to desktop or phone without being rewritten.

Two practical routes

Route What it is Good for
TIC-80 application The full free, open-source fantasy computer with built-in code, sprite, map, sound and command-line tools Playing carts locally, editing them, and making your own games
Packed player A cart exported as a standalone player that runs on popular platforms Sharing a finished game with people who don't want the full editor

The application route is the better fit if you also want to tinker. Because the built-in tools cover code, sprites, maps, sound and the command line, you can open a downloaded cart, change it, and save your own version. The player route suits a finished game you want friends to launch with minimal setup.

A concrete scenario

Suppose you find a cart on the site you want on your phone for a commute. Download the cartridge, install TIC-80 on the device, and open the cart in it. If the game is yours or you have the author's permission to redistribute it, export a packed player instead and share that build. The site's own catalogue shows how varied the results can be: small arcade experiments, a Hollow Knight demake, PCM-audio music demos, and even 3D efforts such as a voxel-space renderer and a solar-system journey.

Decision criteria

  • Just playing? Use the TIC-80 application on desktop, or a packed player on mobile.
  • Want to modify or learn? The application, since the editors and command line are built in.
  • Sharing with non-technical friends? A packed player avoids asking them to install the full tool.
  • Expecting modern graphics? Keep the technical limits in mind: a 240x136 display, a 16-color palette, 256 8x8 sprites and 4-channel sound. These constraints define the retro look rather than being defects.

For background on the platform and its tooling, see TIC-80 tiny computer. If you want to compare approaches to small, constrained game-making, PICO-8 is the best-known commercial counterpart.

Which popular TIC-80 games should I try first, and what genres do they cover?

Start with the cartridge list on the site itself: it mixes arcade action, platformers, card games, music demos and 3D experiments, so you can sample several genres in a few minutes each. These are the titles the page presents as "new & popular," not a curated best-of, so treat the vote counts as a rough popularity signal rather than a quality ranking.

Good first picks by genre

  • Metroidvania-style action: BLUEYVANIA by fizzii01, a Bluey-themed passion project with Metroid and Zelda elements — the strongest starting point if you want a substantial game rather than a demo.
  • Arcade score-chasing: SPEED by Andrey Listopadov ("reach for the stars") and PIPLOSION by THE VIBE IS RIGHT Games (chain dice before they reach the top) are quick, replayable picks.
  • Platformers: SUPERBLOCK_ADVENTURE by yoconoob and 8 BIT PANDA WATER MOUNTAIN by OtherGuy24 (new levels) suit players who want classic jump-and-run play.
  • Fan demakes and ports: HOLLOW KNIGHT DEMAKE (Forgotten Crossroads, by Andrey Listopadov) and PITFALL! - ATARI 2600 REFERENCE V2.5 by GalaMoon Retrogaming show how recognizable games look under TIC-80's limits.
  • Card and strategy: POKEMON MINI CARD GAME by Nsuprem and YGO80 by draovar, a Yu-Gi-Oh speed duel.
  • Technical showcases: VOXEL SPACE (voxel rendering), SOLAR SYSTEM 3D by maazxp (real-time 3D planets and ambient music) and MUSIC DEMO (FOR TICSYNTH NEXT), a PCM wavetable synth. BAD APPLE (PCM AUDIO) by HanamileH is a music-and-animation piece rather than a game.
  • Racing and oddities: TIC STAR RACERS by deidara, a 3D single- and multiplayer racer marked "absolutely no warranty," and LULU by Zhailox, made as a birthday gift.

How to choose

If you have ten minutes, open SPEED or PIPLOSION to feel the arcade loop, then BLUEYVANIA for a longer session. If you care about what the fantasy console can do technically, go to VOXEL SPACE and SOLAR SYSTEM 3D; if you want to see the toolchain's audio side, try the PCM music demos. Keep in mind that everything runs inside a 240x136 display with a 16-color palette, so visual ambition shows up as clever constraint work, not fidelity.

A practical next step: after trying two or three carts, open the built-in code, sprite, map and sound editors to see how one of them was made — the cartridge format makes that inspection part of the experience. The project is free and open source at TIC-80 tiny computer, where the same cartridge list is browsable.

Is TIC-80 free and open source, and what does that mean for using or modifying it?

Yes. TIC-80 describes itself as a free and open source "fantasy computer" for making, playing and sharing tiny games, and the site lists a current version (v1.4.0) alongside a public gallery of cartridges such as BLUEYVANIA, SPEED and HOLLOW KNIGHT DEMAKE.

What free and open source means in practice

  • No cost to start. You can download it, build games with the built-in code, sprite, map, sound and command-line tools, and share the resulting cartridge file without paying for a license.
  • You can inspect and change the software. Open source means the source code is available, so you can study how the fantasy computer works, fix bugs, add features, or adapt it to your own hardware or workflow.
  • You can redistribute. The games you make are packaged as cartridge files that can be stored and played on the website, and can also be packed into a standalone player distributed across popular platforms "as you wish" — useful if you want to hand a finished game to friends who don't have TIC-80 installed.
  • Limits are part of the design. Openness applies to the tool, not to removing its constraints: a 240x136 display, 16-color palette, 256 8x8 sprites and 4-channel sound are what give cartridges their retro character and keep them small and shareable.

Trade-offs to weigh

Situation Why open source helps What to watch
Learning how a retro console works Source code and built-in editors make the whole pipeline visible The small specs constrain ambitious ideas
Shipping a game to non-technical players Exportable player works across platforms You handle distribution yourself
Customizing the tool You can modify and rebuild it You need to build from source and keep up with versions
Long-term preservation Cartridges and code remain inspectable Community-made carts vary in quality and completeness

Next step

If your goal is to make a game, download v1.4.0, open a sample cartridge from the gallery to see how sprites, maps and sound are wired together, then start a blank project within the stated limits. If your goal is to modify the tool itself, get the source, build it locally, and test changes against an existing cartridge before sharing. For background on comparable open-source retro platforms, see itch.io for community projects or GitHub for source hosting.

Related questions

More questions →
Where to Find Games and Cartridges on tic80.com

The games and cartridges on tic80.com are listed on the homepage in the NEW & POPULAR CARTS section, below the short introduction to TIC-80. Each entry shows a title, a one-line description, the author's name, and two numbers that appear to be engagement counts. Cartridges can be played directly on the website, and the site also notes that finished games can be packed into a standalone player for other platforms.

What the Cart List Shows

The homepage presents carts as a browsable feed rather than a searchable catalog. From the page evidence, each row follows the same pattern:

  • Title in capitals, e.g. BLUEYVANIA, SPEED, HOLLOW KNIGHT DEMAKE
  • A short description of the game or demo
  • "by" plus the author name, e.g. by fizzii01, by Andrey Listopadov
  • Two numbers after the author, which read as a popularity or activity signal

The list mixes full games, demakes, tech demos, and music pieces, so it works as a discovery feed rather than a filtered store.

Examples of Carts You'll See

The current list on the page includes a range of styles:

Cart What it is Author
BLUEYVANIA A passion project based on the Bluey TV show, with elements from Metroid and Zelda fizzii01
SPEED "Reach for the stars" Andrey Listopadov
BAD APPLE (PCM AUDIO) Bad Apple clip with PCM audio HanamileH
HOLLOW KNIGHT DEMAKE Hollow Knight's Forgotten Crossroads ported to TIC-80 Andrey Listopadov
NEKOMIMI CLOCK A clock re/demake khuxkm/minerobber
VOXEL SPACE A Voxel Space rendering technique demo Andrey Listopadov
TIC STAR RACERS A 3D single- and multiplayer racing game deidara
SOLAR SYSTEM 3D A 3D space journey with planets, moons, and ambient music maazxp

Several authors appear more than once — Andrey Listopadov has three carts in the visible list — so browsing by author is a practical way to find more work in a style you like.

Playing a Cartridge on the Site

The page states that a finished game becomes a cartridge file, which "can be stored and played on the website." In practice:

  1. Open tic80.com and scroll to the NEW & POPULAR CARTS section.
  2. Pick a cart from the list.
  3. Play it in the browser — no separate download is described for web play.

If you want to keep or share a game outside the site, the page says the cartridge can be packed into a player that runs on all popular platforms and distributed as you wish.

Browsing by Popularity and Author

The two numbers beside each cart give you a rough popularity signal, and the list is ordered roughly from higher to lower counts — BLUEYVANIA leads with 11 and 30, while entries near the bottom sit at 4–5. Use them to judge which carts other visitors engage with most.

To go deeper on a specific creator, note the author name and look for their other carts in the same list. Names like Andrey Listopadov, HanamileH, and plumifrons each have multiple entries visible on the page.

What to Expect from the Carts

Every cart runs inside TIC-80's technical limits: a 240x136 pixel display, a 16-color palette, 256 8x8 color sprites, and 4-channel sound. That's why the list leans toward retro-style games, demakes, and technique demos — the constraints are part of the appeal. If you're evaluating whether a cart fits what you want to play or study, check its description first: entries like VOXEL SPACE and MUSIC DEMO are clearly technical showcases, while BLUEYVANIA and TIC STAR RACERS are full games.

How to Make and Share a Game with TIC-80

TIC-80 (tic80.com, currently v1.4.0) is a free and open source "fantasy computer" for making, playing, and sharing tiny retro games. You build everything inside one program using its built-in code, sprite, map, and sound editors plus a command line, and you finish with a cartridge file that can be stored and played on the website or packed into a standalone player for distribution. The catch is that all of this happens under fixed technical limits: a 240x136 pixel display, a 16-color palette, 256 8x8 color sprites, and 4-channel sound. If your idea fits inside those constraints, the whole loop from blank project to shareable game stays in one tool.

What you need before starting

  • A copy of TIC-80 for your platform (the site presents it as free and open source; the page does not list pricing tiers or account requirements, so treat any login or download conditions as something to confirm on the site itself).
  • A game concept small enough for the limits above. A single-screen arcade loop, a short platformer level, or a tiny puzzle fits naturally; a large open-world game does not.
  • No external art or audio pipeline is strictly required, since the editors are built in. You can still import assets if you prefer, but the built-in tools are enough for a mini retro game.

The build workflow

The order below follows how the built-in tools relate to each other. Exact menu names and shortcuts are not documented on the page, so use the editor labels you see in your version.

1. Set up the project

Create a new cartridge. This is the file that will hold your code, sprites, map, and sound together, and it is also what you eventually share.

2. Draw sprites

Use the sprite editor to create your 8x8 tiles within the 16-color palette. Keep a consistent palette early; changing it later means reworking art. The 256-sprite budget is shared across everything in the game, so plan characters, tiles, and UI together.

3. Build the map

Place your sprites in the map editor to lay out levels or screens. Because the display is 240x136 pixels, think in screens rather than long scrolling vistas unless you build scrolling yourself.

4. Write the code

Use the code editor to script game logic: input, movement, collision, scoring, and screen transitions. Keep the loop simple and test often, since the small display makes problems visible quickly.

5. Add sound

Use the sound editor to create effects and music within the 4-channel limit. Four channels means you are budgeting, not layering freely: decide early which channels carry music and which carry effects.

6. Use the command line

The built-in command line handles project-level tasks such as running the game and managing the cartridge. Use it to test the full build rather than only previewing individual editors.

7. Verify before sharing

Run the game from start to a natural end point and check:

  • Every screen fits within 240x136 and reads clearly at that size.
  • Colors stay within the 16-color palette.
  • Sprite and map usage stays inside the 256-sprite budget.
  • Audio does not exceed 4 channels and does not cut out during busy moments.
  • The game starts, plays, and ends without needing a restart.

Sharing your game

You have two routes, and they serve different audiences.

Route What you produce Where it lives Best for
Website cartridge A cartridge file stored and played on tic80.com The TIC-80 site Quick sharing, feedback, and joining the site's cart library
Packed player A player build that runs on all popular platforms Wherever you distribute it Reaching players who are not on the TIC-80 site

The website route is the shortest path: your cartridge can be stored and played directly on the site, which is also where the community's new and popular carts are showcased. The packed-player route takes more setup but lets you distribute the game as you wish on the platforms the player supports.

Common sticking points

  • Running out of sprites. The 256-sprite limit includes tiles, characters, and UI. Reuse tiles aggressively and keep UI minimal.
  • Audio dropping out. With only 4 channels, a music track plus several simultaneous effects will collide. Reserve channels or simplify effects.
  • Text that is unreadable. At 240x136, small fonts blur. Design text at the pixel level rather than scaling it down.
  • Scope creep. The limits are the point of the format. A finished small game shared on the site is worth more than an unfinished large one.

A realistic first project

Aim for something like a single-screen game where the player collects items while avoiding moving hazards, with one music loop and two sound effects. That exercises every editor, stays inside every limit, and produces a cartridge you can store on the website the same day. Once that ships, the packed-player route is a natural next step for distributing it more widely.

What Is a TIC-80 Cartridge and How Is It Used?

A TIC-80 cartridge is the single file you get when you finish a game in TIC-80, the free and open source "fantasy computer" for making, playing and sharing tiny games. You can store and play that cartridge on the TIC-80 website, or pack it into a player that runs on popular platforms and distribute it however you like. This applies to anyone building a mini retro game inside TIC-80's built-in tools; if you only want to play existing games, you don't need to create a cartridge at all.

What the cartridge contains

TIC-80 bundles its development tools into one environment: code, sprite, map and sound editors plus a command line. When you finish, that work is saved as a cartridge file. Because everything the game needs lives in that one file, it can be moved between the website and a standalone player without a separate asset bundle.

The cartridge also inherits the platform's technical limits, which shape what fits inside it:

Limit Value
Display 240x136 pixels
Palette 16 colors
Sprites 256 8x8 color sprites
Sound 4 channels

These constraints are part of the format's appeal: a cartridge is small enough to share easily and runs consistently wherever TIC-80 runs.

How a cartridge is used

There are three practical stages:

  1. Create. Work inside TIC-80's editors until the game is playable, then save it as a cartridge file.
  2. Store and play on the website. Upload the cartridge to tic80.com, where it can be stored and played in the browser. The site's "New & Popular Carts" section shows this in action — entries like BLUEYVANIA by fizzii01, SPEED by Andrey Listopadov, and BAD APPLE (PCM AUDIO) by HanamileH are cartridges published for others to play.
  3. Package and distribute. Export the cartridge into a player that works on all popular platforms, then share it under whatever terms you choose.

Verifying it works

After saving, load the cartridge back into TIC-80 or open it on the website and play through the game. If sprites, maps or audio are missing, the cartridge wasn't saved with all its assets — re-save from the project rather than from a partial export.

Common sticking points

  • Expecting more than the limits allow. Plan art and sound around 240x136 pixels, 16 colors, 256 sprites and 4 channels from the start; retrofitting later usually means redrawing.
  • Assuming a cartridge is only for the website. It is equally the input for a standalone player, so the same file serves both online play and offline distribution.
  • Forgetting the distribution choice is yours. The platform provides the packaging route; how and where you share the result is up to you.

To see finished examples before building your own, browse the cartridge listings on tic80.com and open a few to see how other creators work within the same limits.

What Is TIC-80 Tiny Computer?

TIC-80 is a free and open source fantasy computer for making, playing, and sharing tiny games. It bundles the tools you need to build a mini retro game—code, sprite, map, and sound editors plus a command line—and produces a cartridge file that can be stored and played on the website or packed into a player that runs on all popular platforms for distribution.

What you get in one package

The site describes TIC-80 as a self-contained development environment rather than a standalone engine or editor. The built-in toolset covers the core parts of small-game production:

  • Code editor for writing game logic
  • Sprite editor for pixel art
  • Map editor for level layout
  • Sound editor for audio
  • Command line for running and managing projects

The output of a project is a cartridge file. That cartridge can be stored and played on the TIC-80 website, or packed into a player that works across popular platforms and distributed however you like.

The technical limits that shape a game

Retro style on TIC-80 comes from fixed constraints applied to the whole creation process. According to the site, these include:

Constraint Value
Display 240x136 pixels
Palette 16 colors
Sprites 256 8x8 color sprites
Sound 4 channels

These limits are the design brief, not a barrier: they keep projects small enough to finish and give every cartridge a consistent retro look and feel.

What people are actually publishing

The homepage lists new and popular cartridges, which shows the range the constraints still allow. Examples from the current listing include:

  • BLUEYVANIA by fizzii01 — a passion project based on the Bluey TV show with elements from games like Metroid and Zelda
  • SPEED by Andrey Listopadov — "Reach for the stars"
  • BAD APPLE (PCM AUDIO) by HanamileH — a Bad Apple clip with PCM audio
  • HOLLOW KNIGHT DEMAKE by Andrey Listopadov — Hollow Knight's Forgotten Crossroads ported to TIC-80
  • NEKOMIMI CLOCK by khuxkm/minerobber — a clock re/demake
  • TIC STAR RACERS by deidara — a 3D single- and multiplayer racing game
  • SOLAR SYSTEM 3D by maazxp — real-time 3D planets, moons, Saturn rings, and an asteroid belt with ambient music

The mix of platformers, demakes, audio-visual demos, 3D experiments, and fan games indicates that the 240x136, 16-color, 4-channel format supports more than simple arcade clones.

Who it fits

TIC-80 suits you if you want to finish and share a small retro game rather than build a large project: the built-in editors remove setup work, the cartridge format makes distribution simple, and the fixed limits keep scope manageable. If you need high-resolution graphics, many colors, or extensive audio channels, the constraints will work against you—that is the trade-off the fantasy-computer format makes deliberately.

The site identifies the current release as TIC-80 tiny computer v1.4.0.

What technical limitations does TIC-80 impose on games?

TIC-80 is a free and open source fantasy computer for making, playing and sharing tiny games, and its technical limits are fixed by design: a 240x136 pixel display, a 16-color palette, 256 8x8 color sprites, and 4-channel sound. Every game made in it works inside those constraints, which is what produces the retro look and the small, cartridge-sized results the platform is built around.

The core limits at a glance

Constraint Value What it means for a game
Display 240x136 pixels Small canvas; large objects eat screen space fast
Palette 16 colors All art, UI, and effects share one fixed set of colors
Sprites 256 sprites, each 8x8 pixels Limited sprite budget for characters, tiles, and effects
Sound 4 channels At most four simultaneous voices for music and effects

These are the numbers TIC-80 states for its built-in toolchain, which includes code, sprite, map, and sound editors plus a command line.

How each limit shapes the result

240x136 display

The resolution is close to a scaled-down classic console screen. A single 8x8 sprite covers a small fraction of the width, so detailed scenes have to be built from tiles and repeated patterns. Games that need readable text or busy action must design around the small viewport rather than scale up art.

16-color palette

Because the palette is fixed at 16 colors, art direction becomes a selection problem: pick a coherent set early and reuse it across sprites, maps, and UI. Gradients and anti-aliasing are effectively off the table, which pushes games toward flat, high-contrast pixel art.

256 8x8 sprites

The sprite budget is shared between everything visual: player, enemies, tiles, particles, and interface elements. A game with many distinct characters or animation frames will run out quickly, so creators often reuse sprites with palette swaps or flip them for variety.

4-channel sound

Four voices total means music and sound effects compete for the same channels. A common approach is to reserve channels for effects and keep music sparse, or to cut effects during musical passages.

Why these limits define the retro style

The constraints are not incidental; they are the reason TIC-80 games look and sound like early console titles. Small resolution forces chunky pixels, the 16-color palette forces bold flat art, the sprite cap encourages reuse and clever tiling, and four channels produce the characteristic thin, melodic sound. The output is a cartridge file that can be stored and played on the website, or packed into a player that runs on all popular platforms and distributed as you wish.

What this means if you want to build a game

  • Plan art around the palette first. Choose your 16 colors before drawing sprites so everything stays consistent.
  • Budget sprites deliberately. Count player, enemy, tile, and UI sprites early; reuse and palette-swap where possible.
  • Design for the small screen. Test readability at 240x136 rather than assuming you can zoom out later.
  • Separate music and effects. Decide which channels carry music and which carry sound effects before composing.

The limits are strict, but they are also the point: they keep projects small enough to finish and give every TIC-80 game a recognizable visual and audio identity.

Website Overview

An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality. Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

Registered in 2017, this domain has about 9 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is Squarespace Domains LLC, a widely used domain service provider. The domain uses the common .com extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Cloudflare, indicating managed DNS hosting. No CNAME was found; the observed records resolve directly to addresses. No MX record was found. A conventional explicit inbound-mail route is not configured. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed. The lowest observed DNS TTL is 300 seconds.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: HSTS, CSP, Permissions-Policy. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies Bootstrap, Cloudflare without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage meta description was detected, leaving snippet selection more dependent on page text. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. Open Graph is partially configured; og:description, og:image, og:type is missing. Twitter Card metadata is configured. The title has 20 characters, within a common display range.

Hosting and Email

DNSCloudflare
HostingCloudflare
EmailUnknown
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.71.218

Registration details

RDAP / WHOIS

RegistrarSquarespace Domains LLC
Registered2017-02-10
Expires2027-02-10
Domain statusclient delete prohibited、client transfer prohibited、client update prohibited
Nameserverscoco.ns.cloudflare.com、hugh.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Atic80.com104.21.71.218300—
Atic80.com172.67.149.177300—
AAAAtic80.com2606:4700:3031::ac43:95b1300—
AAAAtic80.com2606:4700:3036::6815:47da300—
NStic80.comcoco.ns.cloudflare.com86400—
NStic80.comhugh.ns.cloudflare.com86400—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjecttic80.com
IssuerGoogle Trust Services
Valid until2026-12-02T03:55 · Remaining when checked: 35 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
servercloudflare
x-frame-optionsSAMEORIGIN
x-content-type-optionsnosniff
referrer-policystrict-origin-when-cross-origin
access-control-allow-origin*
set-cookieRedacted

Identified technologies

BootstrapCloudflare

Pages, Search and Sharing

Meta descriptionNot detected
Canonical URLNot detected
LanguageEnglish (default)
Twitter Cardsummary
All bots 0 allowed · 9 disallowed
  • Disallow/signin
  • Disallow/signup
  • Disallow/signout
  • Disallow/profile
  • Disallow/reset
  • Disallow/add
  • Disallow/api
  • Disallow/json
  • Disallow/export

No sitemaps found

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