Breakout
Bricks, a ball, and a paddle that feels right
A complete brick-breaker with swept ball physics, per-row tinting, particle shatter, camera shake on impact and a level-clear flow. Everything is generated — no art files to manage.
Every kit opens as a finished, playable game — not a stub with a to-do list. Press play first, then change whatever you like: the art, the physics, the rules.
Bricks, a ball, and a paddle that feels right
A complete brick-breaker with swept ball physics, per-row tinting, particle shatter, camera shake on impact and a level-clear flow. Everything is generated — no art files to manage.
Coyote time, double jump, slopes and squash
A side-scrolling platformer with a controller tuned for feel: coyote time, jump buffering, variable jump height and squash-and-stretch on land. Includes a sloped tilemap, patrolling enemies and parallax skies.
One button, infinite distance, rising tension
An infinite side-scroller with weighted obstacle spawning, a difficulty curve driven by a single speed variable, after-image trails, slow-motion death and layered parallax skylines.
Waves, formations and a bullet-pattern boss
A vertical shoot-em-up with formation-based wave spawning, a radial bullet-pattern boss, thruster particles, hit-flash shaders and a three-layer parallax starfield.
Drift physics, lap timing and a ghost car
An overhead racer with lateral-grip drift physics, checkpoint-based lap validation, tyre-mark trails, a replay ghost and rubber-band AI opponents.
Glowing line-art, thrust physics, shatter deaths
Crisp vector line-art in the Asteroids tradition: additive glow, inertial thrust with screen wrap, asteroids that split on impact and ships that shatter into individual line fragments.
The purest possible difficulty curve
A one-button flyer: tap to flap, thread the gaps, chase the best score. Includes tuned gravity, rotation-by-velocity, pipe pooling and a persistent high score.
Pathfinding creeps, buildable towers, wave economy
A lane-based tower defence with A* creep pathfinding, placement validation, upgrade tiers, targeting priorities and a wave/economy loop.
Cascades, combos and satisfying pops
A grid-matching puzzle with swap validation, gravity refill, cascade detection, combo multipliers and juicy pop particles.
Mode-7 circuit, drift physics, rubber-band rival
A pseudo-3D kart racer drawn the way the SNES did it: the track is a top-down map sampled one scanline at a time into a perspective ground plane, with billboard rivals, drift handling and lap timing.
Wolf3D corridors with real lighting
A first-person maze crawler: procedurally generated corridors, textured walls, mouse-look with pointer lock, torch lighting with real shadows, a minimap and patrolling hunters.
On-rails flight over a Mode-7 plain, billboard targets
An on-rails shooter in the Space Harrier tradition: the ground is a Mode-7 plane rushing towards you, enemies approach as scaling billboards, and you aim a reticle with the mouse or the arrow keys.
Three lanes rushing at you, swipe or arrows to dodge
A three-lane endless runner drawn as a Mode-7 road that never ends. Obstacles approach as scaling billboards, the speed climbs the further you get, and it plays with the arrow keys or a swipe on a phone.
An empty scene and a clean graph
Start from nothing: one scene, three layers, an empty logic graph and the full component palette. For when you know exactly what you are building.
Empty first-person room, ready to build in
A bare pseudo-3D starting point: an open walled room drawn by the raycaster, a first-person controller and a minimap. Everything the first-person kits are built on, with none of the game on top.
The blank 2D and 3D kits give you an empty scene, a clean logic graph and the full component palette. No opinions, no scaffolding to delete.
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