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One pixel, one rule, one more go

Tap, dodge, repeat… and try not to hit the edge…

I’ll admit something… the games I love most are the ones I can explain in a single sentence. One pixel, one rule, one more go. That’s the thinking behind Pixel Dash, and it’s a game I’m properly fond of.

The idea was to strip everything back. No tutorials, no clutter, no menus fighting for your attention. You tap to keep your pixel alive, avoid the centre, don’t hit the edge, and the speed ramps up every ten seconds. That’s it. Easy to grasp, frustratingly hard to master.

As a developer, this is the bit that surprises people. The simplest-looking things are often the hardest to build well. When a game only has one input, every tiny detail has to feel right, because there’s nowhere to hide. If the response is a fraction late, you notice. If the speed jump feels unfair, you feel cheated rather than challenged.Funnily enough, the speed-up wasn’t part of the original plan. It was almost an afterthought. Once the basics were in, the game simply felt too easy, so we added the ramp to make it much harder and force you to react quicker.

Paul brought the look, and he leaned into bold, vibrant colour with a playful nod to classic arcade titles like Pac-Man, given a modern pixel twist. Colour, movement and rhythm do the heavy lifting, which suits a game this small. It’s the same belief we hold for client work too… if an idea is tight enough, you don’t need to dress it up.

Pixel Dash rules!

It’s also a good reminder for anyone building an app of their own. It’s tempting to keep adding things: another mode, another screen, another reason to explain yourself. Sometimes the braver move is to take something away and see if the game still holds up. (Mine usually doesn’t on the first try. Specs on, back to the drawing board.)

We also looked after the bits around the game, from the brand and character design through to App Store optimisation and a little launch website, so it didn’t just exist, it had a chance of being found. If you fancy having a go, or a nosy at how it came together, have a proper poke around the Pixel Dash page. And if you’ve got a small, slightly obsessive idea of your own, give us a shout.

Here’s to simple ideas, one-more-go moments, and beating your last score… until you can’t.

Bye for now,

Mike 🤪

Great design doesn't follow gravity - it launches ideas beyond the stars and ordinary.

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