Small games, each built on one idea and carried as far as it goes. Written in Rust on my own engine — physics, collision, rendering, audio, all the way down.
No third-party engine sits under any of these. The renderer, the collision, the audio synthesis and the level format are libraries I wrote and reuse, so a game starts at the idea rather than at the boilerplate. Everything below with a Play link runs directly in your browser.
Play in the Browser
A short, melancholic possession-platformer. A bodiless spark possesses animals — each a different way to move — climbing toward the light. But every body you burn raises the flood beneath you.
A tile puzzle — a slime that clings to every surface and never falls. Reach the exit in the fewest moves. Pure path-planning, no timing.
An adaptive-music arcade shmup — three acts, a singing boss per act, combat layers that swell with the danger, and kills that ring in the chord currently sounding. Built as a testbed for the .track music engine. Runs in the browser; downloadable for Linux and Windows, which is where it sounds right.
A two-player territory duel on a grid of arrow cells — rotate one and the whole linked chain flips to your colour, so a single move can turn the board. A faithful recreation of Simon Donkers' Bacteria 2.
A Zelda-like island adventure: explore, collect, and fight encounters that play out in the world itself rather than in a separate battle screen. Work in progress — playable, still growing.
A two-player territory duel on a grid: grow your mycelium across the cells, cut the other one off, take what is left. One screen, two players, no explanations needed.
Hatch eggs, steer snakes, eat, grow and reproduce — a snake colony life sim on a procedurally generated level. Steer with the mouse or the left stick, lay eggs to expand your family.
An open-world minigolf adventure: you are the last spore of a lost plant civilization. Aim and fire across walled rooms and wild passages, carry water, heat and charge to wake the dead planet, and watch each landing turn the season. Early build — needs a browser with WebGPU or WebGL2, no sound yet.
A real-3D car-arena brawl: drive a raycast-suspension car around a banked round arena and ram the AI opponents until one car is left standing. Split-screen for up to four players, first to three round wins. Keyboard only in the browser; needs WebGPU or WebGL2.
A 2D platform fighter with parallax layer switching: local versus for up to four players, an Arcade ladder against the CPU, and a campaign of timed levels with medals. Gamepads and keyboard. Also downloadable for Linux and Windows — see the links below.
SpongeBob's Magic Conch as an AI oracle — ask anything, pull the string, get a short, deadpan, rarely helpful answer. Powered by DeepSeek; paste your own API key (it stays in your browser).
A Mario/Sonic-style platformer with DBZ-style fighting: local versus for up to four players, an arcade ladder against the CPU, training, wall running and air combat. Vector or pixel art, switchable in the settings; the browser build runs the pixel art. Also downloadable for Linux and Windows — see the links below.
A 2D musou prototype: you steer one character and your allies obey sentences you speak or type, like “Hanne, follow me”. German and English. The browser build matches orders offline by keywords and listens through your browser's own speech recognition. Early prototype, with a gamepad or the keyboard.
Desktop Downloads
- Speed Fighter · Linux — x86-64 tarball, unpack and run
- SMBZ · Linux — x86-64 tarball, unpack and run
- SMBZ · Windows — x86-64 zip, unpack and run
- Speed Fighter · Windows — x86-64 zip, unpack and run
- Strategy · Windows — x86-64 executable, run directly; voice needs ELEVENLABS_API_KEY or a local model
- Strategy · Linux — x86-64 tarball, unpack and run
Released
Links
- itch.io — published games
- GitLab — source for the games and the engine libraries
- Music Tools — the
.trackengine the games' soundtracks run on - Mastodon — devlog and work in progress