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BLOCKY GUNFIGHT

byPixelPicked
TAP AND KILL THE ENEMIES
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Status
RELEASED
Launch
TBA
Visuals
None
Platforms
iOS
Mobile
Price
Free
Players
SingleSolo
Rating
3+Age rating

Media Assets

Screenshot 1 for BLOCKY GUNFIGHT
Screenshot 1 for BLOCKY GUNFIGHT
Screenshot 2 for BLOCKY GUNFIGHT

Game Description

Blocky enemies pop out from behind cover. Shoot them before they shoot you.

You hold your ground in a sunny toy-brick warehouse yard. Enemies peek out from crates, barrels and walls, and a red warning ring fills clockwise over each one. Tap an enemy before its ring completes, or it fires and you lose a heart. Tap the head for an instant headshot and double points. Defeated enemies burst into bouncing cubes.

Gameplay loop

Clear a wave, see a quick tally, and the next wave starts faster. Every 5th wave brings a giant boss with a health bar that calls in backup. You have 5 hearts. When they're gone, you get your score, your best, and a one-tap restart.

Features

  • Fair, readable danger: the warning ring is the contract, and no more than two enemies ever finish aiming within 0.4 seconds of each other
  • 6 enemy types: grunts, helmets, dashing runners, shield carriers (headshot only), far-row snipers and boss brutes
  • Don't shoot the friendly robot, and shoot the health crate to heal
  • Combos up to x5, quick draws, doubles and perfect-wave bonuses
  • Missions, coins and cosmetic unlocks: blaster skins, tracers, pop effects and 4 yard themes (sunny, snowy, desert, neon night)
  • Daily Mission: everyone gets the same seeded waves each day, with its own best score and streak
  • Fully synthesised sound, no downloads, plays instantly

Controls

Tap or click an enemy to shoot. Two fingers can shoot two enemies at once. No movement, no ammo, no menus.

What makes it unique

Pure one-tap action with an honest, always-visible warning system, a cheerful no-gore toy look, and tiny size (under 1 MB). Built to play in seconds, right in your feed.

AI Disclosure

This game was built with AI assistance. All source code (game logic, rendering, UI, tests) was written by Claude Code (Anthropic) under my direction, and I reviewed and tested it. All visuals are created in code from simple 3D boxes: no image, model or texture files and no AI image generators. All sound effects and music are synthesised in code with the Web Audio API: no audio files. Fonts: Fredoka (open-source, SIL OFL). The store logo and banner/screenshots were produced from the game itself and CSS by Claude Code. Game design, direction and approval: [CONFIRM: your name/studio]. Marketing text on this page was drafted with Claude and edited by me. [CONFIRM: any other AI tools you used, e.g. for trailer or copy.]


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