Yeah, we did do some games, though nothing crazy - we did breakout and asteroids if I remember - not exactly groundbreaking.
The interesting thing about it was that we had very little RAM but the FPGA was quite fast, meaning instead of a framebuffer we scanned out tiles and sprites to the scanline at realtime, at a relatively high resolution (1024x768).
This combined with the low color depth (the 'DAC' was a resistor ladder per color channel, giving us 2 bits per channel, or 6 bits in total), meant we had that dithered, Transport Tycoon-y look, with tilemaps and animaton, so it looked quite okay by the standards of 2d games.