August 20th-23rd, 2010
Theme: Enemies as Weapons

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by davecheesefish - Competition Entry

PIXELSPACE sees you shooting infected green pixels whilst avoiding their attacks. Guide them into colliding into one another to earn ammunition, and keep your shooting accuracy high to regain health faster.

Official game page:

Downloads and Links




TheLastBanana says ...
Aug 22, 2010 @ 10:47pm

I found that I really spent a lot more time shooting enemies than using them against each other. I wasn't actually too sure how that worked - sometimes they followed me, and other times not, so it was hard to get them to collide by anything but an accident. Otherwise, it played nice and felt nice. Good job!

Aug 23, 2010 @ 1:03am

Really great game, however i must agree that i spent more time shooting than making them collide. nice work!

ChainedLupine says ...
Aug 24, 2010 @ 1:53am

Hmm, getting enemies to collide for ammo was more or less pointless, as random collisions would keep me with enough ammo to last for as long as I wanted.

I would have it so that there is more of an incentive to actually make enemies collide. Say, bonuses for making enemies cluster nearer to you, or some such.

ExciteMike says ...
Aug 24, 2010 @ 2:26pm

I really liked the controls! Really could have used something to change over time to make it get harder. (Better following? Flocking?)

Jerm says ...
Aug 25, 2010 @ 12:55am

This was quite a good entry. The game was fun for a few minutes but there wasn't much to do. The graphics were ok, if there had been a bit more variety I would have given you a 3 (perhaps some more sprites, colours, etc. I suggest adding a crosshair mouse cursor).

Also the instructions screen incorrectly said to press A to move backwards instead of S.

madpew says ...
Aug 25, 2010 @ 10:21am

kinda slow, hard to get enemies to collide, but it's well done, nice graphics, cool controls (love shooting backwards). gets a little bit boring though.
thumbs up

Jhelle says ...
Sep 3, 2010 @ 5:19am

I felt it actually become easier the longer I was playing. You should make the enemies more threatening I think. Game was good though.

eli says ...
Sep 4, 2010 @ 9:58pm

Slick movement and nice graphics. However, extremely easy and got boring after a while.

Also ... hard to claim connection with the theme, especially when the score is not influenced by enemy self-kills.

Sep 5, 2010 @ 8:48am

Hi everyone - thanks for the comments!

A few responses:
@TheLastBanana - The enemies accelerate towards you at all times, but I admit the attraction is a bit weak in the LD18 version

@ExciteMike - Enemies do spawn more frequently as time goes on, but I think I made the increase too slow to be noticable

@Jerm - Oops, sorry about the mistake! I've added it to the release notes. There are 3 different types of enemies, but I should have made them more distinguishable: Regular enemies (bright green) are just bog-standard drones; strong enemies (dark green) take 2 hits to kill; fast enemies (with dark green lines) are more strongly attracted to you.

@eli - I used to have a 500 point bonus for getting two enemies to collide, but with just 2 hours to go it was aparrent that random collisions were far more common than intentional ones. It seemed a waste just to reward something that happened at random, so I removed it.

An improved version made for the Experimental Gameplay Project which (I hope) fixes all these problems is available at

Scramasax says ...
Sep 6, 2010 @ 2:19pm

Crashed on my machine.

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