I've seen this around from time to time. I haven't used it, but wanted to mention that (as someone who grew up on the 6502), I love these retro things, and always appreciate seeing your project's progress. The breadth of cool stuff folks are making is delightful too.
had such a great time with Pyxel! was great fun to recreate some of the demo scene effects from my childhood. easy to setup and get coding and make some pixels "move" quickly. it has some inherit limitations (eg. how colours and bitmaps are organised) which gives you some satisfying challenges. just enough to satisfy your 8-16bits assembly nostalgia.
maybe I should go back add a few more parts to my demo: https://github.com/greg76/megademo
On AI, I have two goals. First, I want Pyxel's simple API to make programming and game creation enjoyable for people writing code themselves, without AI.
Compared with Pygame, which is more general-purpose, Pyxel deliberately narrows its scope and specifications. It also includes pixel art, tilemap, sound, and music editors. The focus is on helping beginners start making games without having to make lots of decisions about tools and low-level details. Those retro, old-school constraints also appeal to experienced game developers.
To follow up on kitao's response, with its editor system allowing you to interactively edit sprites and sounds, pyxel is more like a "fantasy console" like PICO-8 and TIC-80 if you are familar with those.
I wonder if it is possible to write the games in pure rust as opposed to Python. Would be a good excuse for me to learn more Rust.
1) What's your AI policy?
2) How is this different from PyGame?
On the other hand, I also think its simple, focused design makes it a useful library for AI-assisted development, including vibe coding. I've published Pyxel MCP (https://github.com/kitao/pyxel-mcp) and Pyxel Skill (https://github.com/kitao/pyxel-skill) to support that use.
Compared with Pygame, which is more general-purpose, Pyxel deliberately narrows its scope and specifications. It also includes pixel art, tilemap, sound, and music editors. The focus is on helping beginners start making games without having to make lots of decisions about tools and low-level details. Those retro, old-school constraints also appeal to experienced game developers.