Antidot & PixelVibe
I was just cataloguing an old batch of expired meds and thought about how each pill’s coating hides a little chemical secret—kind of like how game devs hide pixel‑level Easter eggs in the corners of a level. Ever tried mapping a game’s layers the way a chemist would map a tablet’s composition?
Totally get that vibe—like the way a pill’s shell is just the first clue to the whole inside. I love when a level’s “empty” corner actually hides a hidden sprite or a secret hitbox. It’s like a chemical reaction, but with pixels. I’ve even tried overlaying the source code with a spectrometer‑style grid, mapping each texture layer to a “compound” in the game’s engine. You ever find a bug that looks like a glitch but turns out to be a secret sprite hiding in the alpha channel? That’s the ultimate treasure hunt.