playing around with gb color palettes and generating a full sprite out of smaller parts. inspired by the og pokemon games (not generated in the same way tho, gb games used a more restrictive system) i love the idea of making a modern game that intentionally limits itself for the purpose of fostering super weird bugs like gen 1 pokemon. most of its best glitches happen because of overflow errors that modern systems just don't have to worry about. What might happen if a modern game somehow limited itself to just a gigabyte or two of data, and left some exploits in to take commands that would tell the game to read from data outside the intended bounds?
parrot doesnty work yet im gonna add more later