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.

HAVE NO CONSOLE VI screenshot

HAVE NO CONSOLE VI

Open-world Miami sandbox

A top-down action sandbox set in a real slice of Miami: Downtown, Brickell, the Port and Biscayne Bay, reconstructed from city geometry and OpenStreetMap. Explore on foot or steal a car, step inside buildings, visit a garage, or take to the water and the sky. Traffic, pedestrians and emergency services share the streets under a full day-and-night cycle. Pixel-voxel visuals meet local AI conversations with the people of the city, all running in the browser.

Three.jsVanilla JSWebLLM
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Path of Card Hero screenshot

Path of Card Hero

Dark-fantasy poker roguelite

A first-person pixel-art road where every blow is a poker hand. Cards burst from the deck onto a mahjong-style table, only uncovered ones can be taken, and the enemy draws from the same table, so every pick is also a card you deny them. Fifty locations across five regions lead to region bosses, with loot in eight rarities, twenty item sets and a skill tree. Between fights there is a village with a tavern of draw-poker gamblers, a dwarf merchant and a bathhouse where card Farkle is played against the attendants, each reacting with voiced, wordless emotions. Built for phones in portrait, with a built-in scene editor.

HTML5 CanvasVanilla JSElevenLabsCloudflare Workers
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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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Miami Block Rush screenshot

Miami Block Rush

Road-building street racer

An 80s Miami street race where the road does not exist until you build it: you drop Tetris-like blocks into the air ahead of your car while two rival gangs do the same and the police close in from behind. The winner is whoever carries the most money over the line, not whoever arrives first, so every run trades speed against detours for cash and nitro. Around it sits a full Need for Speed-style meta layer - a garage with a rotating voxel turntable, a dealership of twenty cars from the 80s to the 2000s, performance tuning that measurably changes top speed, acceleration and jump distance, visual customisation and an in-game radio. Pixel art, physics and soundtrack were all built for phones in landscape.

HTML5 CanvasVanilla JSCloudflare Workers
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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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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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