---
id: "2115972090780414152"
source: https://x.com/michaelmicasso/status/2115972090780414152
author: "MEK.txt (@michaelmicasso)"
media: "video, 3028x2108, 28.6s"
model: claude-opus-5-5
generated: 2026-10-31
---
# Pixel Roguelike Game Landing Page

## Summary
A one-page site for a browser roguelike, built entirely in a DOS-era pixel aesthetic: deep navy background, dithered gold engravings, a pixel blackletter wordmark and terminal-style numbered menus. A fixed left rail swaps between Home, What is, How to play, About and Play, each panel pairing short mono copy with a live game scene, a leaderboard or a crimson title screen. A great study in committing to one retro vocabulary across every component.

## Style
- Theme: dark (deep navy with gold and crimson pixel art)
- Mood: retro, moody, mysterious, crafted, nerdy
- Tags: pixel-art, dos-aesthetic, blackletter, dithering, roguelike, side-nav, leaderboard, terminal-ui
- Category: Landing page, Games

## Palette
| Role | Hex |
|---|---|
| Background navy | #091320 |
| Deep panel | #071421 |
| Muted ink | #101723 |
| Dithered shadow | #37312E |
| Engraving brown | #5D5549 |
| Gold accent | #C3A868 |
| Button yellow | #E8C547 |
| Crimson title art | #C23A3A |

## Typography
- Wordmark: pixel blackletter with a cross glyph between two words, gold on the hero and crimson on the title screens, about 12% of frame height. Closest free font: Jacquard 24.
- Section headings ("A modern take on..."): gold pixel serif, uppercase, 4 short lines, roughly 14px on a 1440 canvas. Pixelify Sans or VT323 in uppercase.
- Body and list copy: tiny bitmap mono, sentence case, pale grey-blue (#9AA3B5), 11 to 12px with tight 1.3 line height. VT323 at 16px reads closest.
- Nav labels and kicker ("Competitive roguelike"): uppercase bitmap, 10px, wide tracking. Silkscreen.

## Layout
- Roughly 3:2 frame (3028x2108) showing a full browser viewport.
- Fixed left rail at about 8% from the left edge: five rows, each a 16px pixel icon plus a two-line uppercase label, 28px apart; the active row brightens to white.
- Content area splits into a narrow text column (about 18% wide) and a large media stage on the right or centre.
- Hero is centred: kicker, wordmark, two-line tagline, then an inline input plus button row.
- No rounded corners anywhere except a small yellow pill donation button pinned bottom-right (16px from the edges). No shadows; depth comes from dithering and glow.

## Elements
- Hero backdrop: full-bleed gold dithered engraving of robed figures on navy at about 40% opacity, plus a glowing ring and a half-sun disc behind the wordmark.
- Newsletter row: a pale yellow input with a dotted placeholder line next to a bright yellow "Play now" button with a play glyph, both square-cornered, 28px tall.
- Map panel: top-down pixel forest with tree sprites, a player sprite and a status bar of tiny icons along the bottom.
- Leaderboard: three columns of ten rows, rank number, 16px character portrait, name and score in mono, a filter row of class icons with "All" selected.
- How-to list: four bracketed steps; a small yellow triangle cursor marks the active one and the step turns white.
- Title screen: crimson dithered illustration with a red sun, the wordmark, and a numbered menu.
- Campfire scene: pixel forest clearing lit by a warm yellow glow radiating 200px.

## Motion
- 0 to 6000ms: hero holds; the engraving stays still while the ring glows softly.
- Section changes are hard cuts (under 100ms) triggered from the left rail, matching a DOS screen redraw.
- 11000 to 17000ms: the triangle cursor steps down the list every 1200ms and the right stage swaps to match (leaderboard, then title screen).
- Game scenes animate sprite-style at about 8fps; the campfire light flickers on a 400ms loop.
- The final title screen menu cursor blinks at 500ms intervals.

## Rebuild it
1. React page with a fixed `<nav>` rail and a `<main>` that renders one panel at a time from state; set `image-rendering: pixelated` globally on art.
2. Tailwind tokens: bg `#091320`, gold `#C3A868`, crimson `#C23A3A`; font stacks for Jacquard 24, VT323 and Silkscreen; disable font smoothing.
3. Hero: absolute dithered PNG backdrop at 40% opacity, centred stack with `gap-4`, and a square input plus button row (`h-7`, no radius).
4. Panels: two-column grid (`grid-cols-[220px_1fr]`); swap with `AnimatePresence` using `transition={{ duration: 0 }}` or a 2-frame steps opacity for the redraw feel.
5. Cursor: a small triangle span animated with Motion `animate={{ opacity: [1, 0] }}` and `transition={{ repeat: Infinity, duration: 0.5, ease: 'steps(1)' }}`.
6. Leaderboard: CSS grid with `grid-flow-col` and 10 rows; sprite portraits as 16px images.

## Generation prompt
A dark navy website for a retro browser roguelike game in DOS-era pixel art style: dithered gold engraving of robed figures behind a pixel blackletter title, a left vertical menu with tiny pixel icons, terminal-style numbered lists with a blinking triangle cursor, a top-down pixel forest map, a three-column leaderboard with tiny character portraits, and a crimson dithered title screen with a red sun; crisp bitmap fonts, no smoothing, moody and handcrafted.
