Pixactly
I conceived Pixactly around a simple challenge: turn an instinct for pixel dimensions into a quick, deceptively difficult game.
Pixactly began with a simple question: how accurately can designers and developers judge pixels by eye? I turned it into a deliberately focused interaction—draw a box, submit it, and immediately see how close you came—then partnered with my developer friend and coworker Dan to build and launch it.
Early testing exposed a clear usability problem: drawing a precise box with a finger was frustrating because the hand obscured the target. We launched the first version on desktop, then addressed the constraint in Pixactly 2.0 with a control that keeps the thumb clear of the cursor and makes precision possible on a small screen.
200K visits in 3 days
After appearing on Reddit, Pixactly spread quickly through the global design community and reached roughly 200,000 visits by its third day. It was featured by Creative Bloq, PetaPixel and design blogs worldwide, and continues to appear in curated lists of games recommended for graphic and UX/UI designers.