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.
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.
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.
Create a free account