A downloadable project

This is my little manifesto for the manifesto-jam 2026 edition : about the evolution of the pixel and how it is maybe not a good factor for measuring fun. Less is more, but also more is nice ?


Sorry in advance for any typo, I do not write in English by default. 


I hope you'll like it or at least resonate with some of my own thoughts !


Visuals made with https://ditherit.com/


StatusReleased
CategoryOther
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorEnnatio
TagsNo AI
ContentNo generative AI was used

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About-that-small-single-pixel.pdf 929 kB

Comments

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i love this! one pixel can do so much

(+1)

Very fun! Thank you for sharing! I love pixel art and stylised graphics over graphic fidelity. Hyper-realism actively turns me away from games, though I would never refuse to play a game over it. Give me more fleas and sesame seeds! Lovely dithering.

Thank you so much for your comment ! It's really sweet to hear another experience like this. ✨️

(2 edits)

This is an interesting thought, I think these different pixel resolutions have very different purposes, but the games I've connected with the most were all stylized. That way I could read it clearly and imagine the details for myself. It's freeing.

I love Mirror Edge's style, and games with sharp edges, so I like pixel art and also vector art, the two have very different resolutions. To show my appreciation, I will send several pixels of various sizes for you to consider: 

....▪.....■◼.▪.■...◼...▪▪...▪.◼..■....■...▪...◼.■........▪....

(+1)

Haha I'll take those pixels with all the respect in the world ! I thought at first that you were trying to make a skyline from Mirror's Edge with them 👀 ! Thank you so much for your kind comment

(2 edits)

Yeah, you can imagine anything in the pixels. It's interesting to read how people see the games they've played. I thought about it a bit more.

I've played on an original Game Boy before, and I thought it was very hard to read. I have a Game Boy SP now, and it was super fun playing it recently, the backlight helps. Pokemon had a huge map and towns that were all tiny pixels.

Ruby looks much better than the modern crap, the image in my head and between the pixels was imagination. The modern stuff looks like unfinished shovel ware. Developers need to consider visual design. The tiny screen also helps the detail density, it's like the more compressed it is, the more defined the design.

My favourite console was the DS, with games like Ghost Trick and Hotel Dusk, Last Window. Some of the most stylized games I've ever played, the resolution is tiny but I think it's the most beautiful. It's part of why I became creative and am trying game dev now, that possibility space is why I love games.