Prototypes

Things you can play right now.

This is where the prototype-first habit actually lives. Each of these was built to answer one specific design question - does this loop hold up, does this mechanic read, can two people of very different ages share a session - and each is a real build you can open in a browser rather than a mockup. They run on Cloudflare, most were assembled with AI assistance, and every screenshot on this page was captured from the live version by walking through the build: menus, meta screens, mid-run gameplay. Hover the thumbnails under a card to page through them, or click any image to open it full size.

WarMatch screenshot

WarMatch

Base builder + match-3

A zombie-apocalypse base builder wrapped around a match-3 mini-game, where the matched pallets are the ammunition and supply that keep your camp alive. Panda soldiers hold the line, a squad of cheerfully awful sergeants narrate it, and the two layers are tuned so that a good match-3 run is immediately visible on the base screen. Fully playable in the browser with a Ukrainian and English interface.

HTML5 CanvasVanilla JS
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Gravity Bridge screenshot

Gravity Bridge

3D puzzle runner

A jelly character eats coloured blocks, swells up, and spits them back out to build bridges across gaps - then walks up the vertical surfaces it has just created. Stepping on someone else's stair costs a block to repaint, which turns a simple collect-and-place loop into a small resource decision on every gap. Multiplier gates, a level map, a shop and a daily gift are all wired in, so the prototype demonstrates the meta layer and not just the core mechanic.

Three.jsReactCloudflare Workers
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Floramenta screenshot

Floramenta

Cognitive training companion

Casual cognitive games and a memory companion aimed at older players, built around the observation that memory and fine motor skill fade like a garden left untended. The onboarding asks who the app is for - yourself, a parent, a grandparent - and shapes the questions and the daily plan accordingly. It is explicitly not a medical product, and the interface is deliberately quiet: short, bounded sessions, generous type, and no attempt to keep anyone in the app longer than the exercise needs.

Vanilla JSPWACapacitor
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BiniTown screenshot

BiniTown

Family game hub

An educational hub pitched as the first game for the whole family: a bright little town where a farm, a cafe, a fishing spot and a lighthouse each open into their own mini-game, tied together by a match-3 progression layer. The prototype exists to test one specific question - whether a parent and a small child can share the same session without either of them being bored, which mostly comes down to how the difficulty of each mini-game is split between them.

VitePhaserThree.js
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PixelDron screenshot

PixelDron

FPV drone deathmatch

An FPV drone deathmatch rendered in deliberately coarse voxels, built in two phases: first you build a shelter, then you fly. Before a match the pilot picks camouflage, flag, map and time of day, which gives the arena a surprising amount of variety for how small the asset set actually is. The flight model is the whole design - it has to feel twitchy enough to read as FPV without becoming unusable in the first thirty seconds.

Three.jsViteCapacitor
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They Will Make More screenshot

They Will Make More

Idle strategy / political satire

A state simulator for the accounting of human material - a bleak satire in which you run an endless offensive from a ministry dashboard. Underneath the joke is a real economy: 420 fortifications across three fronts, 2,118 kilometres of front line, and conscription, food, disease, budget and public discontent all feeding one another. A fortification only falls when every defensive object on it is destroyed, so the campaign cannot be won by waiting - it has to be supplied. Balanced to roughly ten hours of real playtime, and deliberately designed so that a player who neglects the systems fails from a shortage of people rather than from the clock.

ReactCloudflare Workersvinext
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