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.
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.
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).
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