Pixel Art ProjectsPixel Art ProjectsSPRITEWORKS: Handcrafted pixel games from a two-person studio (https://jsfiddle.net/Saminsami/01cd48we/1)
I built this project to test Pixel studio with a playable COIN DASH arcade cab. Spriteworks is a tiny studio making pixel-perfect games with heart. Play our catalogue, meet the team of two, and press start. The core engineering challenge was sustaining uncompromised 60 FPS rendering using Canvas2D while handling continuous user interaction without framework overhead.
WHAT I WAS TESTING:
I focused on two core engineering benchmarks:
Precision implementation of pixel art under continuous interactive user input
Sustained 60 FPS render performance and zero-dependency browser execution
THE TECHNICAL SIDE:
Engineered directly in the browser with Canvas2D, Pixel art. The application runs without third-party frameworks or build-step dependencies, using hardware-accelerated rendering and custom event loops to achieve zero-latency response.
Everything executes in the browser using Canvas2D, Pixel art. No third-party frameworks, no heavy runtime bundles, and zero external tracking.
WHAT I LEARNED:
Balancing the mathematical rigors of pixel art with tactile browser interaction required tuning event throttling and memory allocation to eliminate all garbage collection stutters.
Finding the sweet spot between mathematical precision and frame budget took careful profiling, but the result runs at a steady 60 FPS even on modest hardware.
TRY IT YOURSELF:
(https://jsfiddle.net/Saminsami/01cd48we/1)The live build is deployed on my JSFiddle. Open it in your browser, test the controls, and observe the render response times.
If you are building high-performance 3D, physics, or creative web systems and want to collaborate, reach out here on Contra. Seller Saga: A Selling RPG with Shipping Deadlines
Seller Saga started as a joke for my girlfriend, who loves livestreams and selling on TikTok and Shopee. I turned that enthusiasm into a pixel-art selling RPG, and she played it too.
Each battle has two stages: attract buyers, then pack their orders before the shipping deadline. Tapping brings attention and clears the packing queue, while products, staff, and equipment shape what your shop can handle. Getting more orders feels good until you have to ship them all.
I built the enemies around selling frustrations. Refundzilla heals through returned orders, while the One-Star Review Dragon attacks your reputation. The Cursed Label Printer makes packing faster but introduces more mistakes.
Progression unlocks products, helpers, equipment, and sales tactics. Local saves preserve progress, offline earnings reward returning players, and Launch New Brand starts another run with lasting bonuses.
I built this private personal project with Godot 4 and GDScript. Its portrait interface includes English and Thai, adjustable text size, high contrast, and reduced motion.
See the game and its development notes on NikoCodes (https://nikocodes.com/software/seller-saga/).