The playable game, current screenshots, and the artwork that got us here.
Latest: light gray floors and a teacher who fits the grid. Walkable routes now stand apart from dark barriers, and every player animation stays inside its square. Includes the corridor mazes, full-square movement and timed bonuses. Try the revised game → · Revision notes
Clear 6, 8, then 10 Sour Apples to unlock each exit. Up to three rotating pickups help along the way. Includes pause, restart, sound, fullscreen and local high scores.
Five shared sprite and texture atlases, transparent character frames, raster panels and an optimized title scene. Original sources and prompts are retained.
Desktop gameplay and narrow title layouts inspected. Physics, combat, progression, storage and asset transparency covered by automated tests. Full results are in the status notes.
Browser captures of the integrated artwork. Open any image at full resolution, or use Play above to try it.
The palette, materials, lighting, character proportions and interface treatment that guided production.
These were the scene and character studies presented before production. You selected A / Chalkboard Classic.
Rich 16-bit school arcade. Emerald halls, warm desks, crisp outlines, and sour-green troublemakers.
Big expressions and bold cartoon pixels. A more exaggerated teacher and a particularly mischievous bunch.
Afternoon sun, dusty chalk and detailed school scenery. Warm light with readable, expressive sprite silhouettes.
Compact characters, a tighter palette and larger pixel clusters. Small-scale clarity with carefully authored charm.
Emerald halls, warm wood, crisp outlines and expressive characters now share one raster pipeline. Teacher atlas · Apple atlas · School props