Compara los precios de Dead Pixels en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CSR-Studios. Publicado por CSR-Studios. Lanzado el 7/12/2012. Disponible en PC, Linux. Géneros: Action, Indie, RPG.

A one-person passion project that sneaks an RPG economy into a zombie shoot-em-up, and somehow the combination works better than it has any right to.

I have a soft spot for games built by a single person that quietly nail something larger studios overthink, and Dead Pixels is exactly that kind of small miracle. CSR-Studios - reportedly just one developer working out of Scotland - shipped a side-scrolling zombie shooter in 2012 that sits comfortably at 86% positive on Steam across nearly two thousand reviews, and it earns that goodwill through a design that is modest in scope but surprisingly purposeful in execution. The core loop is a left-to-right push through a procedurally generated city. Streets fill with zombies of varying types - standard shamblers, fast runners, blood-spitting elites, and the occasional tanky boss variant - and clearing them drops money you spend at scattered trader stores on weapons, ammo, and grenades. That is where the RPG layer quietly announces itself. You can spend your cash not just on gear but on character upgrades: health, movement speed, weapon damage, and inventory capacity. Managing the weight of your loadout versus your movement speed is the game's quiet masterstroke. Getting over-encumbered while a horde closes in and having to dump loot on the fly is the kind of friction that feels bad and fun at the same time. Ammo scarcity keeps you honest; shops appear procedurally and inconsistently, so knowing when you have found a good deal on shotgun shells matters more than it sounds. There are three modes to work through. The main campaign gives you roughly ten streets to survive on the way to a helicopter evacuation. The Solution reframes the run using a roster of convicted criminals, each with fixed stats and a pardon waiting at the finish line - it is a tighter, more character-flavored version of the same gauntlet. Last Stand drops you into a survival wave mode with its own Developer's Cut variant that came in a free update post-launch. Five difficulty levels and 30 achievements round out the content, and two-player local co-op is fully supported, which changes the calculus because a downed partner rises as a zombie who then turns on you, adding a layer of chaotic accountability to every run. The presentation is deliberately retro 8-bit pixel art layered under a film grain filter that gives everything a grindhouse cinema texture. It is a specific aesthetic choice and it commits fully, right down to the countdown-reel intro screen. The soundtrack is the genuine surprise: not chiptune, but full rock guitar throughout, punchy and kinetic in a way that syncs well with the frantic pacing. It is the kind of soundtrack you notice when it stops. The honest caveats are real. The procedurally generated city does repeat its building tiles enough that the repetition shows on longer runs. Boss encounters lean toward damage-sponge territory without much tactical variety. Some players have noted controller compatibility issues tied to the game's underlying framework, which has aged less gracefully than the pixel art itself. And if you need a deep narrative or a story that justifies its world, this game is not interested in offering you one. What it offers instead is a compact, replayable run-and-gun with genuine resource-management teeth, a couch co-op mode that makes it better, and the unmistakable feeling that every mechanic present was chosen deliberately rather than by committee. Kai, Scout Team

Dead Pixels

Dead Pixels

7 dic 2012CSR-Studios
GamerScout opina

A one-person passion project that sneaks an RPG economy into a zombie shoot-em-up, and somehow the combination works better than it has any right to.

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Mínimo histórico: €1.11

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I have a soft spot for games built by a single person that quietly nail something larger studios overthink, and Dead Pixels is exactly that kind of small miracle. CSR-Studios - reportedly just one developer working out of Scotland - shipped a side-scrolling zombie shooter in 2012 that sits comfortably at 86% positive on Steam across nearly two thousand reviews, and it earns that goodwill through a design that is modest in scope but surprisingly purposeful in execution. The core loop is a left-to-right push through a procedurally generated city. Streets fill with zombies of varying types - standard shamblers, fast runners, blood-spitting elites, and the occasional tanky boss variant - and clearing them drops money you spend at scattered trader stores on weapons, ammo, and grenades. That is where the RPG layer quietly announces itself. You can spend your cash not just on gear but on character upgrades: health, movement speed, weapon damage, and inventory capacity. Managing the weight of your loadout versus your movement speed is the game's quiet masterstroke. Getting over-encumbered while a horde closes in and having to dump loot on the fly is the kind of friction that feels bad and fun at the same time. Ammo scarcity keeps you honest; shops appear procedurally and inconsistently, so knowing when you have found a good deal on shotgun shells matters more than it sounds. There are three modes to work through. The main campaign gives you roughly ten streets to survive on the way to a helicopter evacuation. The Solution reframes the run using a roster of convicted criminals, each with fixed stats and a pardon waiting at the finish line - it is a tighter, more character-flavored version of the same gauntlet. Last Stand drops you into a survival wave mode with its own Developer's Cut variant that came in a free update post-launch. Five difficulty levels and 30 achievements round out the content, and two-player local co-op is fully supported, which changes the calculus because a downed partner rises as a zombie who then turns on you, adding a layer of chaotic accountability to every run. The presentation is deliberately retro 8-bit pixel art layered under a film grain filter that gives everything a grindhouse cinema texture. It is a specific aesthetic choice and it commits fully, right down to the countdown-reel intro screen. The soundtrack is the genuine surprise: not chiptune, but full rock guitar throughout, punchy and kinetic in a way that syncs well with the frantic pacing. It is the kind of soundtrack you notice when it stops. The honest caveats are real. The procedurally generated city does repeat its building tiles enough that the repetition shows on longer runs. Boss encounters lean toward damage-sponge territory without much tactical variety. Some players have noted controller compatibility issues tied to the game's underlying framework, which has aged less gracefully than the pixel art itself. And if you need a deep narrative or a story that justifies its world, this game is not interested in offering you one. What it offers instead is a compact, replayable run-and-gun with genuine resource-management teeth, a couch co-op mode that makes it better, and the unmistakable feeling that every mechanic present was chosen deliberately rather than by committee.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-coopachievementscontroller-supporttier:sub-5Resource ManagementInventory Weight SystemWave SurvivalFilm Grain AestheticThree-Mode StructureCharacter Stat UpgradesCouch Co-op

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
512 MB RAM
Graphics
128 MB Video RAM and at least Shader Model 2.0
DirectX®
9.0c
Processor
Intel Core 2, 2ghz
Hard Drive
200 MB HD space

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Información del juego

Desarrolladora
CSR-Studios
Distribuidora
CSR-Studios
Fecha de lanzamiento
7 dic 2012

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¿En qué plataformas está disponible Dead Pixels?

Dead Pixels está disponible en PC, Linux.

¿Cuándo se lanzó Dead Pixels?

Dead Pixels se lanzó el 7 de diciembre de 2012.

¿Quién desarrolló Dead Pixels?

Dead Pixels fue desarrollado por CSR-Studios.