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 that question into a deliberately simple game, then partnered with my developer friend and coworker Dan to build and launch it. I kept the interaction immediate and the difficulty high enough to reward a trained eye. Because drawing a precise box with a finger proved frustrating in early tests, we launched the first version on desktop; for Pixactly 2.0, we introduced 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.