About
A bit of context
I grew up devouring action and fantasy stories, like everyone else in Spain in the 80s and 90s. Back then it was easy to see arcade games in cafés and restaurants, and I was fascinated by them, with their visual style, their sound and their devilish sense of action.
My economy was not in the mood for coin-op machines, so I used to stay aside, discreetly watching others play. And without realising it, I spent years studying the design of my favourite games. I dreamed of creating my own titles, of course, although it seemed like an impossible dream.
Then I grew up, the world changed and everything became more serious. But those games remained among my interests, first on machines that became older and harder to find, and then thanks to emulation.
Today's world moves at an insane pace. At the professional level everything moves so fast and is so volatile that paying attention to detail seems a mistake. It's so frustrating…
Luckily, in a moment of maximum discouragement I realised that the obsolete media have always been there, offering a quiet space in which to create, at my own pace. I started experimenting with pretty simple games, for fun, under the cover of night. Then my childhood dream became achievable. I discovered that shaping those ideas helps me keep my heart in one piece. And since then, more than 15 years ago, I have been crafting my own collection of traditional video games.
So that's what Locomalito is all about: a nocturnal, naive, dead-end hobby that, for whatever reason, has continued, growing, reaching remote places and going forward with the support of a small community that shares the same vices
and values.
If you are here for the first time, I hope you find something to your liking. And if you're back, thanks a lot for being there ♡.
Usual features
Low-res
I find the mix of pixel art and chip sound beautiful, and at this point it feels as natural to me as talking or writing.Immediacy
Your time is valuable. That's why I filter and compress the content into the shortest possible playing time. Every second matters.Challenge
Every game is presented as a challenge, but I always try to keep the difficulty clean, fair and in the service of fun.Gameplay
I study the classics in detail to extract the best and avoid the worst from them. Gameplay comes first.Extras
Covers, manuals, posters… I usually add those things because I think they are part of the experience of a game.Secrets
Secret levels, alternate endings, bonus points… There is always something for the most daring, curious and crazy people.