Balatro for the Nintendo E-Reader

42 arantius 10 6/21/2025, 4:59:47 PM mattgreer.dev ↗

Comments (10)

kinduff · 9m ago
While I understand the sentiment of Playstack and LocalThunk to take down these kind of ports, it's a shame for the community because this will only make the game grow more.
Dwedit · 53m ago
If you're hitting sprite limits because you used up all the sprite slots, you're doing something wrong. Sprites are for moving objects that need to exist outside of grid alignment. For steady objects, put them in a background layer. If you need a different alignment than 8x8 tiles, you can use two overlapping layers to get 4-pixel horizontal alignment instead.
azhenley · 1h ago
The author also wrote about his experience making a space shooter game for the E-Reader:

https://mattgreer.dev/blog/making-a-shooter-for-the-ereader/

Nate75Sanders · 1h ago
Guy made it for the C64, even with good music!

https://ko-ko74.itch.io/balatro-for-the-commodore-64-c64

sram1337 · 1h ago
re: numbers, you could store them as integers, but just encoded as 10 times their value. So 1.5 becomes 15.

Would reduce max score to 400M and you'd have to round 0.25 up or down. Would probably want to drop the 0.01 cards too.

super cool project

fisherjeff · 55m ago
This was painful to read, and I am so sorry for the author.

I was fortunate enough to break my Balatro addiction before it had gotten this far along, but others are not so lucky.

yjftsjthsd-h · 23m ago
What about this reads as addiction? This is clearly a tech demo, not something someone would do to let themselves play more of the game.
im3w1l · 45m ago
I think floating point is viable - balatro doesn't exactly perform billions of floating point operations per second.
azhenley · 1h ago
This is what I need more of from the internet.
EA-3167 · 1h ago
I also love Balatro, and can say that's shockingly good work especially considering the limitations of the platform. Clearly a labor of love, and I love it.