Tiles
Everything snaps to a visible grid. Nothing overlaps or bleeds, so the layout stays crisp at any zoom level.
Demo Site 3 — Pixel art
Pixel art borrows the grammar of 8-bit games: hard edges, chunky borders, a fixed grid and a small deliberate palette. It reads as playful, and it loads fast.
Four rules borrowed straight from 8-bit game menus, applied to a web page.
Everything snaps to a visible grid. Nothing overlaps or bleeds, so the layout stays crisp at any zoom level.
Icon-like accents and offset shadows give elements a physical, pressable quality that flat cards cannot match.
A few saturated colours go a long way. Dark mode swaps the arcade palette for neon on deep purple-black.
Hard shadows and no blur mean the page is cheap to paint, which is why the genre still works on low-end devices.
Everything in this theme is a whole number. That is not a coincidence, it is the style.
Not one rounded corner anywhere in the theme.
Thick enough to read as a sprite edge, thin enough to keep the grid.
A solid block shadow, never blurred and never grey.
Ink, paper and two accents. Dark mode swaps the accents, not the system.
The same specimen as the other demos, set in monospace so you can see how the character grid changes the rhythm.
START
PLAYER ONE
INSERT COIN
Set in a monospace face so every line starts on the same character.
SCORE 000120
Six things already solved, and not one image to download with them.
Padding, gaps and borders are all multiples of 8px, so the layout never drifts by a stray pixel at any zoom level.
Cards lift two pixels and the block shadow grows to match, so the press feels physical rather than decorative.
Light is cream and ink with a red accent. Dark is arcade green and hot pink on deep purple-black, with the same four-colour logic.
The checkerboard, the borders and the shadows are all CSS. There is no sprite sheet to download, so the page paints immediately.
Large type, high contrast and 44px targets. Playful is not the same thing as inaccessible.
The lift is switched off entirely when the system asks for less movement, and the shadow holds still.
Four steps. The colour rule at step three is the one that keeps the theme honest.
We draw the page as tiles first. If a block does not fit the 8px grid, the content is wrong rather than the grid.
Monospace only, with line lengths in whole characters so the right edge is as straight as the left one.
Ink, paper and two accents. The moment a fifth colour is needed, something is being said twice.
The whole theme is under 5KB of extra CSS and no images, so it loads before the fonts do.
The style is loud in a way that is hard to un-notice, so it is worth saying plainly who should stay away.
The questions that come up most when a client brings us a screenshot of a retro site.
It started there, but the reason it survives is mechanical. Hard edges and block shadows are the cheapest depth effect a browser can draw, and a small palette removes the decisions that make a page look generic. Nostalgia is a bonus.
At 17px with a 1.65 line height it reads fine, which is why the body size is not reduced for style. Push the measure past 75 characters and the eye starts to struggle, so the container is capped rather than left full width.
Because light mode is ink on cream and dark mode is a different palette, not an inverted one. Neon green against purple-black is the arcade reference, and it keeps the same four colours in play so the layout does not have to change.
Yes, and most sites in this style do. Swap --display-font and --body-font for a pixel face, but check the line height: pixel fonts sit larger and usually need 1.7 or 1.8 to stay readable.
Yes. The layout is built on whole-pixel tiles and relative units, so at 200 percent every border stays even and nothing overlaps. Hard shadows scale with the layout, which is exactly the behaviour you want.
Playful does not mean inaccessible. Text contrast is well past AA in both modes, the focus ring is a solid 3px outline, the FAQ uses native disclosure elements, and every target is at least 44px on its shortest side.
Our players recognised the genre before they read a word, and the page still loaded in under a second on three-year-old hardware.
Ten tokens, two palettes, and a border colour that follows the ink rather than the paper. The code under each chip is read live from the computed style.
Light mode is cream and ink with a red accent. Dark mode is arcade green and hot pink on deep purple-black, which is why the border flips to near-black rather than staying brown. Values under each chip are read live from the computed style.
Seven other personalities to compare against, with your colour mode carried across.
Tell us what it is for and who it has to win over. We will build a one-page version in this style so you can judge it before committing to anything.
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