Peachy Pixels
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thepeachypixels.com
Peachy Pixels
@thepeachypixels.com
Peachy Pixels designs games that are easy to pick up, fun to play and a little different.

Bluzzle is now available on iOS...

https://www.thepeachypixels.com/games/bluzzle
Keep us posted if you do, would be great to see how it turns out 👍
December 28, 2025 at 6:49 PM
It’s possible to pixelate sprites using RenderTexture. Alternatively (and likely more performant) you can use Shaders or Shader Graph. Never knowingly tried it mind, but do know it’s possible. Don’t think I’ve ever seen a game mixing the two styles, but that just feels like more of a reason to try 😁
December 28, 2025 at 6:49 PM
Sad to see that Scots Pine lose its lower branch. Looks like storm damage?
December 27, 2025 at 6:06 PM
Simultaneously the worst camouflage, but the best self defence mechanism. Everything will see it, but nothing will consider it edible 😆
December 27, 2025 at 5:07 PM
Vector backgrounds but pixelated sprites. Interesting possibilities. Why not make that part of the game lore? Or a mechanic? For example, player health determines how pixelated the character is.
December 27, 2025 at 4:43 PM
For (some) creatures (with many eyes) have you experimented with different blink patterns? For example, blinking at the same rate but staggered or just random rates. Feels like it could be a good match for the variety of Biolune.
December 17, 2025 at 7:07 PM
Thanks Andrew, it's been a pleasure collaborating with you on this.
December 17, 2025 at 5:33 PM
Bluzzle contains no advertising or generative ai content, includes six free puzzles, multiple puzzle types & player assists and supports Apple Family Sharing (for purchasable puzzle packs)
Available to download now on the App Store.
apps.apple.com/app/id674202...
(2/2)
#landscapephotography #gamedev
Bluzzle: The Jigsaw Reimagined App - App Store
Download Bluzzle: The Jigsaw Reimagined by David Hampshire on the App Store. See screenshots, ratings and reviews, user tips, and more games like Bluzzle: The…
apps.apple.com
December 16, 2025 at 6:14 PM
Good point. I guess most could be identified by simple visual or audio effects. But I’m also wrongly assuming Biolune creature norms match Earth creature norms and human perception. It’s quite the rabbit hole 😁 Good luck!
December 13, 2025 at 9:26 PM
Just thought of another based on your environment comment. Camouflage. If environment & creature colour weights are close & one isn’t moving, the decision engine might just count it as unseen on initial contact.
December 13, 2025 at 7:57 PM
If a creature is hungry, maybe it risks going for higher weights etc. So many possibilities. That said, it’s the first thing that popped into my mind and never tried anything like it in a game, but it’s just (crudely) mimicking real life.
December 13, 2025 at 7:53 PM
Take for example those spiked black & yellow caterpillars. Very low weights for size, speed & armour (approachable) but medium weights for the colours, spikes & taste (collectively high, so not too close). A snake, low weights for size & armour, but high for speed & very high for venom (avoid)
December 13, 2025 at 7:52 PM
Yes exactly. Maybe each creature would have multiple attributes defined, each one being assigned a type (defence, attack, attract etc) and a weight. When creatures initially meet, a decision engine would use the collective attribute weights to decide the outcome. Befriend, avoid, attack, chow down 😂
December 13, 2025 at 7:52 PM
How about a weighted system to mimic mother nature? Assign weights to body size, type, appendages, features etc. You could even add colours, smells & emissions into the equation. Smoke and mirrors maybe, but potentially quite effective.
December 13, 2025 at 1:41 PM