::.::::::. (rwos)

it’s pronounced “px”[Author’s description]

[Play online (HTML5)]

(via ellaguro)


  1. There’s a lot of well-done and new ideas here, but what I liked best was how the “webpage” the game was embedded in would change colour in response to your shooting actions. After years of Flash games, Java games, Unity games, and so on, we’ve been trained to ignore the context in which the game “window” appears. In px there is valuable information conveyed “outside” this window, though you might not realize this at first.

    I don’t think I’ve ever seen this done before in an action game. Kudos rwos.

  2. Something about the completely vertical crosshair on your weapon and the way the screen focuses around it when you fire makes you feel… lethal. I can’t really put my finger on why. Interesting game.

  3. There are so many nice design things going on here — as pointed out above — but after getting through roughly a third of the world map (and what a neat map/progression system it is) I felt like the game was starting to overstay its welcome.

    I sort of trudged through to the halfway point and decided to call it quits.

    Did I miss out on any particularly neat changes in the second-half? I enjoyed playing this at first but grew tired of it once it became clear that no new gameplay elements were being added. (The slowness of visibly draining the enemies’ health — though neat how it’s visible and purely geometric! — probably didn’t help, nor that optimal strategy in so many scenarios is to wait for the cubes to go around their hallway path, fire through the opening for the couple seconds they’re within view, and then wait 10 more seconds for them to reappear. Drudgery! But maybe I should have held out for the reward?)

    [Ah, wrote this up before realizing this was a made-in-48-hours game. This should be expanded upon! Or refined down!]

  4. There is a tangible reward for completing the game, something you can really take with you. It’s another of the game’s fairly original ideas. I don’t want to say too much though, since the surprise is perhaps part of the charm.

    • Oh, a shame that it doesn’t seem to save your progress after closing the window, then! (Maybe I’ll come back to it tomorrow.)