The games 7
About this collection
Every game here is drawn in pixel art and plays in the browser, with nothing to install. They were made to show what pixel art can look like across very different games, so each one has its own world: a quiet mountain sanctuary, a torch-lit dungeon, a castle on a river and a sports arena full of zombies.
It is for anyone who likes pixel art and wants something to play in a spare tab. Pick by mood: Nine Heavens Ascent is calm and slow, Dungeon Spin is a puzzle you aim, Coil Keep is a roguelite built in short rounds, and Sports Survival is a busy horde game you can play with a friend on one screen.
How to play
Press Play on any card and the game opens right here in the browser. Every game works on a touch screen, and on a desktop with the mouse or keyboard.
- Nine Heavens Ascent: tap or click to gather Qi and buy sources; it keeps growing while you are away.
- Dungeon Spin: aim and fire, match three of a kind, bank shots off the walls.
- Coil Keep: steer the serpent to wall in land, then tap to fire the cannon during the siege.
- Sports Survival: move to dodge, your weapons attack by themselves; a second player can join on the same screen.
Pick a game above to watch its trailer and play it here.
Game 1 of 7
Nine Heavens Ascent
An idle pixel-art cultivation game: breathe Qi and ascend fifteen realms, from Mortal to Dao Ancestor.
Breathe in. Gather Qi. Climb from nameless mortal to Dao Ancestor. Nine Heavens Ascent is an idle cultivation game in pixel art: meditate on a mountain ledge, grow your sanctuary and break through fifteen realms of immortal cultivation, one stage at a time.
Tap to breathe, spend Qi on cultivation sources that keep working while you are away, and break through when your Qi is full. Every realm ends in a Heavenly Tribulation of falling lightning. Your years are numbered until you become immortal, and from Nascent Soul onward you can reincarnate to awaken a permanent Dao tree and turn the Samsara wheel.
Features
- Fifteen realms and 135 stages, from Mortal to Dao Ancestor
- A pixel-art sky for every realm
- Heavenly Tribulations at every major breakthrough
- Eight cultivation sources with Buy 1, Buy 10 and Buy Max
- Five Ancient Techniques and three pills
- Automatic spirit beast hunt
- Lifespan, Fading and Longevity Pills
- Reincarnation with 24 permanent Dao nodes
Game 2 of 7
Dungeon Spin
An 8-bit bubble shooter where every hit spins the horde: match three monsters, cycle weapons, crush bosses, unleash your class ULT.
Fire goblins, slimes and skeletons into a spinning horde. Match three of a kind to slay them, cut clumps loose from the summoning rune, and bring down the hulking bosses lurking inside. Dungeon Spin is an 8-bit bubble shooter with a twist: every off-centre hit spins the whole horde, so the wheel you aim at never sits still.
Pick a Barbarian, Wizard, Paladin or Rogue, each with its own launcher, starting weapon and ULT. Every fifth shot loads a weapon from your bag, kills charge your ULT, and every cleared floor lets you choose a boon. Fall, and your run goes into the Hall of Fame.
Features
- 8-bit bubble shooter on a spinning horde: side hits turn the whole wheel
- Six monster kinds: goblin, skeleton, slime, imp, bat and shroom
- Four bosses with HP bars, two at once from floor 5
- Four classes with their own launcher, starting weapon and ULT
- Six weapons with three levels and eight perks, chosen as boons after every floor
- Bank shots, cut-off drops and a score multiplier that climbs with every floor
- Run report and a Hall of Fame of your top ten runs, saved on the device
- Chiptune title, gameplay and boss themes
Game 3 of 7
Coil Keep
A roguelite castle-builder where your castle wall is a stone serpent.
Your castle wall is a stone serpent. Steer it around your keep, close the loop, and the land inside becomes your castle. Then hold it against catapults, warships, goblin sappers and fire-breathing dragons.
Each round you get 30 seconds to build and 20 to defend. Swipe to steer the serpent, eat stones to grow it, and touch your own wall or the keep to seal it into stone. Every tile you fully enclose becomes castle ground. When the siege horn sounds, tap to fire the keep's cannon while your towers and archers fire on their own. Survive, pick a boon, and build again.
Features
- Snake-style building: every wall you own was once the serpent's body
- Close loops to claim land; any 2x2 block of wall becomes a cannon tower
- Big wall networks toughen up through three stone tiers
- Courtyards of 12+ tiles raise Barracks with archers; 30+ tiles raise a Great Hall that repairs walls
- Enclose the Forge, Well or Shrine for stronger towers, repairs or an extra boon choice
- Catapults, warships and bomb-carrying goblin sappers blow real holes in your walls
- A red dragon arrives from round 3 and breathes fire along your most-walled rows
- Crawl over craters to rebuild breached walls
Game 4 of 7
Sports Survival
A pixel-art survivors-like where sports legends fight a zombie horde for 15 minutes, solo or in couch co-op.
Four sports legends against one horde of zombie refs, rabid mascots and face-paint hooligans. Your basketballs, bats, serves and pucks fire on their own: you move, dodge, scoop up medals and choose upgrades while the crowd on the field keeps growing.
Survive 15 minutes to be crowned champion. Level up your weapons, fuse them into super weapons like FLAME DUNK and GRAND SLAM, take down the MEGA MASCOT, and bring a friend: two players can share one screen with keyboard, gamepads or touch.
Features
- 4 playable legends from basketball, soccer, baseball and tennis
- 6 weapons from 6 sports, including a hockey Slapshot and a boxing Haymaker
- 6 super weapons, such as FLAME DUNK, GRAND SLAM and ZAMBONI TIME
- 6 passive perks to stack
- 3 arenas: Thunder Stadium, Slam City Court and Frostbite Rink
- 5 enemy types and a MEGA MASCOT boss that returns at minute 14
- 2-player local co-op with revives
- Keyboard, gamepad and touch controls
Game 5 of 7
Thistledown
A cozy pixel-art platformer: guide Tuft, a fluffy thistle seed, up three towering dusk gardens. Hold jump to fluff up and glide, ride warm updrafts from flowerpots, and dodge thorns and swooping sparrows to reach the windowsill flower box.
Game 6 of 7
Seedfall
A cozy pixel-art descent: guide Tuft, a fluffy thistle seed, from a windowsill flower box all the way down one tall dusk garden. Fluff up to float or tuck in to drop fast, thread past thorns and swooping sparrows, dodge updrafts and catch dandelion seeds to shave your best time.
Game 7 of 7
Hardpoint Idle
An idle mech game played from the cockpit: tap the glass to fire, upgrade on CRT monitors, fight 30 sectors to HARDPOINT PRIME.
Sit inside the cockpit of a giant walking mech as it stomps across a ruined frontier. Enemies appear as specks on the horizon and grow as they close in, while your guns fire on their own and you tap the canopy glass to put extra shots exactly where you want them. Thirty sectors stand between you and HARDPOINT PRIME, the final boss.
Every screen on the console wall is a glowing CRT monitor. Tap one to zoom in and spend scrap on the chassis, cores on weapon and armor tech, send salvage drones on timed runs, and push sector by sector toward the bosses. Leave, and the mech keeps earning: a dot-matrix printout tells you what it found while you were away. Beat HARDPOINT PRIME to set your Hall of Fame time, then carry on into endless mode.
Features
- First-person cockpit with layered parallax and heavy footstep sway
- Scrap drones, crawler tanks, walker mechs and gunships that grow from the horizon
- Sector bosses with tappable weak points: the Fortress Crawler and the Siege Spider
- A 30-sector campaign that ends with the final boss HARDPOINT PRIME
- Endless mode after the finale, with Prime Protocols perks and finale cosmetics
- 9 weapons: autocannon, gatling, railgun, rocket pods, swarm missiles, artillery, laser, beam sweep, plasma lance
- Armor tech with plating, a hex-shimmer energy shield and repair drones
- Repeatable MK ranks under every finished tech branch, kept through prestige
Made by A Walking City Games with Godot 4 on vbgnt.
Art, music and code were produced with generative tools and hand-tuned.