Full game kits
Whole genres, ready to remix
- Breakout
- Pac-Man
- Space Invaders
- Flappy
- Asteroids
- Missile Command
Nothing here is a marketing bullet. Every item below is a panel you can open, a node you can drop into a graph, or a behaviour you can attach to an entity.
Whole genres, ready to remix
Swept collision that never tunnels
Swing, grapple, climb
Push the whole world around
Explosions to gentle snow
Juice on demand
The screen itself performs
Mode-7 to first-person mazes
Crisp line-art classics
Worlds built from tiles
Sprites drawn from pure code
Skies that set the mood
Six fonts, endless flavour
Synth SFX + generated tracks
Everything moves nicely
Desktop and mobile, day one
Your game runs on a production 2D/WebGL game runtime, with a 3D layer alongside it. The export is ordinary JavaScript you can open and read.
Scenes, entities, logic graphs, variables and settings live in a single JSON document. The editor reads it, the runtime executes it, and the export ships it. There is no hidden compilation step where things get lost.
Characters, tilesets, skies, pickups and UI are generated procedurally from parameters at load time. A new project weighs almost nothing. Bring your own PNGs whenever you want โ just swap the texture key.
Jumps, coins, lasers and explosions are synthesised through Web Audio. Chiptune tracks are sequenced from a pattern definition. No licensing, no 40 MB of WAVs.
An export is a folder of HTML, JS and assets with no external requests and no licence check. Double-click the HTML and it runs โ on a laptop, a USB stick or a static host.
Generated games ship with keyboard controls, focus management, reduced-motion respect and colourblind-safe default palettes. You can override any of it.
Touch, swipe, virtual joysticks, gamepads and keyboard are all wired from day one. The scaling mode adapts the canvas to whatever screen it lands on.
Open a kit, press play, and change something. That is the fastest way to understand any of this.
Start free