ZAPPY
CAST · CHAIN LIGHTNINGA zigzag of electric gumdrop with a permanent grin. Bolts fork down the screen and leave the whole board crackling.
Your starting hero
The colour is draining out of the Candy Meadow. Match it back, one crushed candy at a time — with four heroes, 56 handmade levels, and nine bosses who fight back.
Free to play. Rewarded ads only — nothing to buy, nothing to lose.
Match three, but it bites back
Swap two candies, line up three, and watch the cascade go. Then the board starts asking for more: jelly that needs clearing twice, crates that block the fall, chocolate that spreads if you ignore it, and bosses who lock your candies while you work.
Heart, triangle, star, square, diamond, circle. Colour never carries meaning on its own, so the board reads the same if you're colourblind.
Score chases, colour collections, jelly clears, chocolate containment, cherry drops, timed runs and nine boss duels — arranged so a new idea lands every few levels.
Four in a row makes a striped candy, five makes a rainbow. Pair two specials and the board goes up all at once.
The game opens on peak autumn foliage under a harvest moon, with leaves drifting down past the title. One tap in Options puts the original art back.
Some levels in the Haunted Sweetlands drop the move counter for a clock. Same board, same rules, but the pressure comes from the seconds instead — and it stops if you leave the app.
Every match, blast and boss hit has its own vibration, escalating with the cascade the same way the sound does. Off in one tap if you would rather it did not.
The whole interface speaks both, picked up from your device language and switchable any time in Options.
No forced interstitials and no paywall. Watch one if you want a revive, doubled coins or a free re-colour — or never watch one at all.
Pick your fighter
Your hero waits on the title screen and cuts loose between runs — each one with its own full-screen cast, drawn in the same pixels as the rest of the game. Swap whenever you like; progress is yours, not theirs.
A zigzag of electric gumdrop with a permanent grin. Bolts fork down the screen and leave the whole board crackling.
Your starting hero
The ice fox cub who follows you from the first level. Calls down snow that settles on the logo, the buttons and everything else until it melts.
A mint-green candy knight with a real steel sword. Crescent slashes sweep up the screen and finish on a giant X.
A small sorceress in deep blue robes, orb aloft. Stars rain down in slow arcs and burst where they land.
The descent
The meadow is only where it starts. Follow the trail of drained colour down through the forest, into the caverns, and out the other side into an autumn that has gone wrong. The board gets meaner as the light goes.
“The colours are fading from the meadow.”
Rolling green hills, a sandy path and berry bushes as far as you can see — until the colour starts draining out of it. The gentle half teaches you cascades and specials; the back half brings crates, locked candies and the first real fights.
A wobbling green blob squatting on the bridge. Every four moves it locks two candies in place — clear around them or waste the turn.
The meadow's corrupted guardian, built out of the berries you have been matching all world. Drops crates onto the board to bury your best lines.
“Night never ends in this forest.”
Giant cookie and chocolate trees under a sky that never lightens, lit by fireflies and lanterns. Jelly spreads under the board here, and the bosses stop taking turns politely — two of them attack every three moves.
A mischievous imp of blue ice at the frozen crossing. Locks candies solid every four moves while the jelly waits underneath.
Masked, caped and fast. Ambushes every three moves with fresh crates — the tightest turn economy in the forest.
It is eating the cookie moon. A cookie-and-chocolate monster that locks candies every three moves and does not stop chewing.
“The chocolate flowed down here…”
Underground rivers of melted chocolate, rock candy crystals, and a throne room at the bottom where something three-headed is waiting. Chocolate spreads across the board on its own now — leave it a turn and it takes another tile.
Pink and blue rock candy, fists first, blocking the crystal chamber. Buries the board in crates every four moves.
A serpent of dark fudge rising out of the pool. Every three moves it spreads more chocolate — the only boss that grows the hazard while you fight it.
Three heads of living chocolate on three thick necks, coiled on a throne of dark cocoa at the bottom of the caverns. Every three moves all three heads breathe at once and the chocolate spreads. Beat it and the colour comes back.
“The path turns gold and red. Something watches.”
Peak autumn foliage over a candy orchard that stopped being friendly. Jack-o-lanterns light the fence, gingerbread headstones carry names, and the manor gates swing open on their own. This is where the clock arrives: some levels stop counting your moves and start counting your seconds.
A jack-o-lantern the size of the throne hall, crowned in candy corn, vine arms sweeping wide. Three hundred hit points and fresh crates every three moves — the longest fight in the game.
When the board wins
Five boosters you earn or buy with the coins the game hands you, and one you can have free for watching an ad. None of them cost money, because none of them can.
Smash any single candy without spending a move. Buy more with coins, or start each run with one.
Reshuffle the whole board when nothing lines up. The game also shuffles itself, free, whenever no moves are left.
Your hero's own attack. Zappy hurls three balls of lightning, Luna's staff flares, Sir Mint swings overhead, Pip breathes frost - and whatever lands clears the fuller of the two lines through the cell you picked.
Plants a bomb and sets it off — a three-by-three hole in the board, and whatever the cascade takes with it.
Paints a candy's colour onto its four neighbours, making a cross out of nothing. Specials are left alone.
Turn every candy of one colour into another. One free per level, in exchange for watching an ad.
Lives refill on their own — five of them, one every fifteen minutes. A daily challenge and a seven-day reward cycle keep coins coming without spending anything.
Everything that went into it
The same roll you can scroll inside the game, in Options → Credits.
Made and published by ENYO Technologies
“Pixel Fantasia”
lofiewme
“Chill Calming Chiptune Loop”
reganati
Both from Pixabay · Pixabay Content License
Characters, bosses and backdrops generated with Pixel Lab AI
Effects, UI and particles drawn in code
Press Start 2P
CodeMan38 (Cody Boisclair) · SIL Open Font License 1.1
TypeScript · Vite
Capacitor
Google AdMob · UMP
Claude Fable 5 · Claude Opus 5
Anthropic — code, level design, tooling and the credits roll
13 HOURS
From empty folder to version 1.0. Active time, breaks over ten minutes excluded. Wall clock 18.7 hours, 2026-08-29 21:21 → 2026-08-30 16:06 UTC, across three sessions.
Fable wrote more across less than half the messages.
| Levels | 56 |
|---|---|
| Worlds | 4 |
| Boss fights | 9 |
| Achievements | 28 |
| Languages | 10 |
| Unit tests | 133 |
| Sprites | 39 |
| Animation frames | 715 |
| Backdrops | 62 |
| Music | 2m 40s |
| Sessions | 4 |
| Prompts | 128 |
| Tool calls | 2,600 |
| Shell commands | 1,150 |
| File edits | 400 |
| Tokens written | 5.1M |
| Spent thinking | 2.0M |
Get the game
Pixel Crush Heroes is in TestFlight beta right now and heading for both stores. The store links below go live the day it ships.
Privacy policy
Last updated 30 August 2026 · Applies to Pixel Crush Heroes on iOS and Android · Rated 9+
There is no sign-up, no login and no profile. The game never asks for your name, email, phone number or location.
Stars, coins, lives, boosters and your chosen hero are saved in local storage on the device itself. Nothing is uploaded, and deleting the app deletes all of it.
The game records anonymous gameplay events — level started, level cleared, booster used — to a small on-device buffer for balancing. These are gameplay numbers only, they contain nothing personal, and they are never transmitted anywhere.
Rewarded ads are served by Google AdMob. They are always optional: you only ever see one after tapping a button that offers a reward, and nothing in the game is gated behind watching them. There are no banners and no interstitials.
To serve an ad, AdMob collects your device's advertising identifier, coarse ad-interaction data and basic diagnostics. That data goes to Google, not to us — we never see it, and we hold no copy. Google's own policy covers what they do with it: How Google uses information from sites or apps that use our services.
Pixel Crush Heroes is made and published by ENYO Technologies, which is the data controller for anything described here. This page is the game's official privacy policy, published at pixel-crush-heroes.netlify.app.
On first launch the game shows Google's consent form where required, then iOS asks whether the app may track you. Decline and the game plays exactly the same — you simply get non-personalised ads. You can change your mind at any time in Settings → Privacy & Security → Tracking, and turning tracking off stops the advertising identifier being shared.
The game collects no personal information from anyone, including children under 13. It is rated 9+ for infrequent cartoon fantasy violence, and it is not directed at children — if a child under 13 uses it, decline the tracking prompt and ads will be non-personalised.
We keep nothing, because we receive nothing: your progress and the gameplay counters live on your device until you delete the app, which erases them. Ad data is held by Google under their own retention rules, described in their policy.
Under the GDPR and similar laws you may request access to, correction of, or deletion of your personal data. In practice we hold none of it — deleting the app removes everything the game stored. For the advertising data Google holds, use the tracking controls above or contact Google directly. You may also complain to your local data protection authority.
If the game's data practices change — a new SDK, a new ad network — this page is updated before the change ships, and the date at the top of this section changes with it.
Questions about privacy, or any request under the rights above: support@enyotechnologies.com · enyotechnologies.com
Accurate to the shipping build: rewarded ads run through Google AdMob, and everything else stays on the device. Still worth a lawyer's read against App Store and Google Play requirements before launch — and this text needs to match whatever is hosted at the privacy URL given to the App Store.