pixelpick is a colour perception game. A grid of same-coloured squares fills the screen and one of them is a slightly different shade — find it, click it, score a point, repeat. Simple in theory; surprisingly hard in practice once the differences get small.
- The core loop: grid fills the screen, one square is a subtly off shade, click the odd one out to score, then the grid resets with a new colour. The gap between the squares gets smaller as the game goes on, so what starts as a fairly obvious contrast gradually becomes genuinely difficult to spot.
- The HUD is a 60-second timer, a score counter, and 3 lives. Wrong picks cost you a life; run out of lives or time and the game ends. No infinite second chances — if you're guessing you'll run out of lives pretty fast.
- The result screen felt worth putting some thought into. Beyond the score, it shows how many rounds you survived, which colour category you found hardest, and a percentile rank. Makes the end screen feel like it's saying something useful rather than just showing a number.
- An early change was adding a cycling background to the start screen — the backdrop pulses between complementary pastel pairs while you're sitting in the menu. Small thing, but it introduces the game's feel before you've even clicked play.
- The filter selector lets you choose which colour groups appear in your game. Toggles on the start screen let you narrow to one category, stack them all, or anything in between. It was built as a modular system so new colour types can be added without rewriting the selector logic.
- Google Search Console verification went in after launch. Standard first step — mainly just to find out whether anyone's actually finding it.