Bzzzt 

Game image - Bzzzt 
Development Studio:
Ko.dll
2020 / PRAGUE
Genre:
Arcade
Release date:
2023-11-13
Development time (years):
4
Number of developers:
1
Languages:
9

Bzzzt is a fast-paced "jump-dash-run" classic game with a fresh and modern design. Inspired by the 80s tech revolution, this beautiful pixel-art precision platformer transports players back in time with a brand new adventure, paying homage to the popular and much-loved gaming designs of the past. The player faces deadly traps, uses his or her special abilities, jumps through a series of testing chambers, and proves he or she can fully control a newly obtained robotic body.

  • Classic
  • Pixel-art
  • Robot
  • Precision platformer

Trivia

Static platforms and background tiles used in the game have more than 1.25 million hand-drawn pixels – four years of pixelating.
To create the music, Martin Linda used the program Rytmik, which he developed himself.
Exactly 4 years have passed since the first pixel of Bzzzt was drawn and the game was released.
Karel Matějka released his first game Colony 28 in 1997, it was also a platformer game.


Development challenges

Karel Matějka replies: “I think the tuning was one of the hardest things I've ever done. I don't think I could have made a game where there were, say, four environments, each environment had 10 levels, and every fifth level had a bonus minigame and the tenth had a boss. I need each level to have an underlying idea, and that idea needs to be supported by its architecture and the placement of the collectible bolts to fit the rhythm exactly. It needs to be orchestrated down to the last detail. At the same time, the game must constantly surprise, it must not become stale. And in this respect, I did my best.”


Awards (selection)

1st in INDIE OF THE YEAR at IndianTV – Community Vote
6th place at IndieDB's INDIE OF THE YEAR 2023 - Players' Choice
Best Design GDS 2022
Indie Community Vote GDS 2022


Publisher

CINEMAX GAMES

Image gallery
About studio

Ko.dll

Karel Matějka replies: “I think the tuning was one of the hardest things I've ever done. I don't think I could have made a game where there were, say, four environments, each environment had 10 levels, and every fifth level had a bonus minigame and the tenth had a boss. I need each level to have an underlying idea, and that idea needs to be supported by its architecture and the placement of the collectible bolts to fit the rhythm exactly. It needs to be orchestrated down to the last detail. At the same time, the game must constantly surprise, it must not become stale. And in this respect, I did my best.”

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