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A tiny apartment at night. The baby is asleep in the crib at screen center. You complete chores by clicking objects (dishes, laundry, books, mop, letter, toys) — each click makes a sound radius. If a sound radius touches the crib, the baby's sleep depth ticks down. Wake the baby = lose. Finish all chores before dawn = win. Stealth in your own home.

A block of wood and a chalk-traced target silhouette behind it. Click+hold at the cursor to chip away material with the chisel; each stroke removes a small chunk. Score by correct material removed minus target material accidentally removed. Destructive sculpting where the verb IS the unmaking.

Sundown in the meadow. Your worker bees are scattered across the wildflowers; each follows a scent trail to its next bloom. You must wave them home before the dusk timer, but only the bees within your voice radius (cursor proximity) can hear you. Click a bee in range to send it back to the hive. All home = a quiet night. Some lost = a colder one.

A witch's potion bench. A customer arrives with a need (calm, courage, sleep, vision); you click 3 ingredients from the shelf into the cauldron, twist the heat dial to the right setting, and click POUR when the brew is ready. Wrong recipe or wrong heat = a fizzle. Multi-tool sequencing under modest time pressure.

A trainyard switching puzzle. Each shift: a queue of mixed cars (boxcar, tanker, hopper, caboose) sits on the arrival track and you must move them between three sidings — but only the rightmost car of any track can be uncoupled — to assemble a target consist on the departure track before the timer expires.

A blank vellum map. Click on the fog to send a tiny clipper ship there; it explores a small radius and reveals coastlines, soundings, villages. You have 40 ink-dips for the whole map; each click costs ink. Score: percentage of the map mapped + bonus per landmark discovered.

Silent stealth on rails. You're a barn owl gliding above a moonlit snowfield. Click to pivot your gaze; field mice scatter into burrows when you're looking at them. Snatch mice by not looking until the last moment — visual attention as the only resource.

Submarine command via a single circular viewport. You see only through the periscope crosshair — the rest of the screen is a brass-instrument dashboard (depth, bearing, sonar ping rings). Rotate the periscope, identify ship silhouettes against the horizon, line up a torpedo, fire. The constrained viewport IS the difficulty.

A reverse-tower-defense where YOU are the tide. Drag waves up the shore to extinguish sandcastle bonfires before villagers light more. Water has momentum; misjudged waves crash empty or wash back out. Restraint matters more than power.

A one-button rhythm-platformer on a Möbius track. The world is a single looping ribbon; tapping flips you to the underside mid-jump. Beats from the soundtrack ARE the platforms. Gravity inversion synced to music — miss the beat, miss the floor.

A two-screen co-op-for-one. Top half: pilot a desert messenger on a camel through dunes. Bottom half: aim a mirror at the sun to flash morse-code signals to a distant fort. Both run simultaneously — neglect either and the message fails or the camel dies of thirst.

A puzzle game where the levels are buggy and you're the QA tester. Each room has a visible bug (glitched wall tiles you can walk through). You must exploit the bug to reach the exit, then file a bug report — which paradoxically un-spawns this bug for the next room. Speedrun-tech-as-mechanic.

A cozy detective-by-deduction game. Each shift, 3 lost items arrive at your desk; you match them to fictional citizens by cross-referencing handwritten case files (pocket contents, last-seen routes, weather logs). No combat, no timer — just satisfying click-to-clip evidence and a "case closed" stamp.

Wordle — guess a 5-letter word in 6 tries. 100-word dictionary, newsprint palette.

Tower defense — hold the path for six dawns. One tower type, two enemy types, six waves.

Tetris — falling tetrominoes, line clears, accelerating gravity. Neon-arcade palette.

Sokoban — push boxes onto gold tiles. Six hand-authored levels. Lacquer-wood palette.

Snake — grow by eating apples on a quiet flagstone field.

Rhythm — four-lane falling notes timed to a procedural 133-BPM beat.

Pong — two paddles, one yellow ball. Risograph-print cream + pink + blue.

Pacman — maze chase, 4 AI ghosts with chase/scatter cycle, pellets to clear.

Missile Command — defend 6 cities from falling missiles. Mouse-aim counter-launcher.

Tiny platformer — walk and jump through three sepia caves to reach the surface.

Glyphs — falling colored runes, match 3+ to clear with chains. Stained-glass jewel palette.

Galaxian clone — classic alien-shooter with the signature diving-formation mechanic.

2048 — slide-merge tiles on a 4×4 grid. Pastel power-of-2 palette.

Frogger — hop across traffic and a river of logs to reach the lily pads.

Tiny procedural roguelike — rooms, monsters, items, descend stairs. Candle-gold lit by FOV.

Drift — ski an endless slope. Hokusai-print palette, distance-based score.

Breakout — paddle + ball + bricks. Bauhaus chalkboard palette.

Asteroids — rotation, thrust, screen-wrap. 1979 vector look on midnight blue.
A precision sidescroller about reading rooftops at a glance and chaining four perfectly-tuned verbs across a sun-baked seaside town at golden hour. Cycle 2 ships 8 hand-tuned screens across 2 zones with run + jump + dash + double-jump; sunset-clock progression; save persistence.
A solo climber scales the inside of a frozen waterfall — a cathedral of suspended ice arrested mid-pour — by committing to one deliberate grip at a time. Stamina drains while held, chalk is finite, and the wind decides whether you pin or you fall.
A small bioluminescent librarian falls through a drowned archive trench, reading geometry only by lantern and rare fauna rim-light reveals.

A precision platformer set inside an enormous brass orrery in a 19th-century observatory. Cycle 1: vertical climb up the orrery's clockwork using a gear-key that hushes spinning machinery. Cycle 2: lateral pilgrimage across the orrery's exposed brass spine, dash-precision gaps, tide-pressure tempo, and a multi-pedestal alignment finisher at the outer-shrine.

A Celeste-style precision platformer about carrying a single fragile ember through a predawn forest to a distant watchtower. The ember is the player's heart — visible at all times, pulsing with the player's breath, extinguished by panic. Every input is felt by the flame. The world is the interface.
Designed by Morten Mai

A top-down combat-survival arena where five cars are locked inside a walled coliseum oval, the inner fence is a damaging electric ring, and the only way out is to be the last car running. Forward machine gun, rear-drop mines, no laps, no clock — just the hunt.

A 2D top-down Newtonian space shooter where momentum is the entire skill. The void streams endlessly, enemies coast in patterns instead of chasing, and your job is to read your own drift three seconds into the future and shoot through it.

A meditative top-down nautical puzzle in which the player rotates a lighthouse beam through fog. Ships are visible only inside the beam's cone — and they move only when outside it. Conduct a small fleet home each night by sweeping carefully and trusting what you can no longer see.

Conduit is a turn-based deckbuilder where every card is a single note and every play is a syllable in a phrase. The player descends through a silent cathedral, fighting warped fragments of liturgy by composing chord progressions from their hand — recognized progressions (I-IV-V, ii-V-I, V-I, etc.) chain damage and restore the cathedral's silenced hymn for a moment, while broken or off-key plays fizzle and stall the phrase.

Restore a silent clock-tower one floor at a time. Drag cogs, hammers, bells, reeds, and bellows onto an 8x8 workbench, press play, and listen for the contraption to match the master's score. Each restored floor joins a tower-mix that hums beneath the next build — the machine doesn't play the music, the machine IS the music.

KAZ-inspired turn-based grid-percussion roguelite where every cell is a tuned drum and chains compose melodic phrases.

Tactical roguelite on bone dice — a doomed tomb-robber, five dice, three closing doors. Each turn you roll 5 dice and assign their faces (Move, Block, Attack, Charge, Wild) across three parallel room-fights. The Hook: re-rolling a bad hand into exactly what you needed, signalled by a clarion bell and a gold bloom on the face — the dungeon, for a breath, blinking.
Designed by Kai Lund

Tetris, but the floor is flooding. Pieces fall from above, a waterline rises from below. Every line you clear pumps the waterline down; every piece you fumble risks becoming a drowned block forced upward by sea pressure. A flooding submarine compartment at 400 meters — industrial rivets, brass gauges, bulkhead CLUNK, pressure hum tracking the tide.

A side-scrolling arcade mining game where you pilot a drill pod through a procedural tile grid, striking rich while a geothermal pressure gauge ticks up with every meter of depth. Dig, hoard cargo, and surface before the earth buries you — one tight 10-15 minute session with a real ending.

A cursed island action-adventure where skeletal sentinels migrate with the tide. Navigate a 5-zone overworld, learn herding patterns, breach the crypt at low tide, defeat the Shepherd boss, and light a beacon to escape. The tide cycle reshapes the world every 90 seconds, governing enemy positions, zone access, and strategic timing.

A contemplative physics puzzle game where you place gravity wells to sculpt invisible forces that guide a stranded astronaut to an exit hatch. Each solution traces a unique curved trajectory through space — trail lines as calligraphy.

A rhythm game on a honeycomb grid where tapping illuminated hexagons in time builds a layered electronic track from silence.

Classic snake where every food pickup triggers a random time-limited mutation — reversed controls, speed boost, phasing through self, toxic trails, mirrored controls, or shrinking body. Mutations stack when you eat fast enough, creating compounding chaos and escalating score multipliers.

A tower defense game framed as building a precision killing machine. Place mechanical towers that fire in coordinated rhythms along a fixed path, upgrade them to tighten the pattern, and watch your clockwork defense dismantle waves of enemies with industrial elegance. 4 tower types with distinct percussive sounds create an emergent polyrhythmic soundscape.

A top-down drift racer where drifting is the economic engine of speed. Slide through corners to charge your turbo meter, then punch the boost on straights to blow past AI opponents. Spin out and you lose your charge.

A Frogger variant where you ferry cargo back and forth across an industrial canal that dies a little more with each crossing. The outbound trip is planning. The return trip is consequences. Every crossing poisons the river, and every return trip forces you through the wreckage you just made.
Designed by Morten Mai

Horizontal-scrolling shmup with the Gradius power-up escalation fantasy. Collect capsules, cycle a 4-slot strategic power-up bar (Speed Up, Weapon, Option, Shield), choose when to cash in, and build from naked to unstoppable -- then lose it all on death. 2 full stages plus a boss-only climax, 5 enemy types, 3 multi-phase bosses, trailing Option pods, and CRT-era arcade glow aesthetic.

A Missile Command reimagining where six named cities with visible populations and dimming light become the emotional center. Launch counter-missiles to intercept incoming warheads, but limited ammo and escalating waves force impossible triage decisions -- every missile that lands costs thousands of lives, and you will never have enough shots to save everyone.

A vertical falling shooter where every shot creates a shockwave on impact, pushing enemies and nudging platforms. Descend an endless well using your gun as a weapon, brake, and spatial reshaping tool. A sonar-pulse aesthetic ties the visual identity to the core mechanic: you see by shooting.

A text-based survival journey through hostile darkness. Walk forward one decision at a time — fight or flee, rest or press on, eat or save. Every step costs something. There is no going back. Death is frequent, fast, and instructive. A Souls game compressed into text.
Designed by Morten Mai

Brick-breaking arcade game where same-colored bricks detonate in chain reactions. The classic Breakout grid becomes a puzzle to read: aim for the right brick, and a single hit cascades into a screen-clearing avalanche of destruction.

A submarine survival horror game where sonar pulses are your only vision, every torpedo reveals your position to hunting destroyers, and the ocean is dark. Based on the 1976 Midway arcade game, reimagined as atmospheric survival where silence is your best weapon.

A maze-chase journey through four distinct worlds. Each maze has its own color palette, audio mood, and ghost aggression profile. Semi-random ghost AI replaces deterministic targeting, making pattern memorization unreliable. Moving fruit bounces through corridors. The game transforms as you play it -- each maze is a new chapter.

Faithful recreation of the 1979 Atari Lunar Lander with modern audiovisual feel. Rotational thrust control, procedurally generated terrain with landing pads of varying difficulty, limited fuel, and the silence-roar-silence audio axis as the core differentiator.

Faithful recreation of the 1976 Exidy Death Race with modern audiovisual feel. Drive a car across an open field, run over gremlins for points, and watch each kill become a permanent tombstone obstacle. The field fills with your own success until navigation becomes a white-knuckle threading act through a graveyard you built.

Tetris with cascade/chain reaction mechanics. When a line clears, blocks fall independently under gravity, triggering chain reactions scored exponentially. Dark modern arcade aesthetic with vivid blocks, motion trails, and per-chain-depth glow.

Side-scrolling platformer where a squirrel races through an autumn forest collecting nuts before winter arrives. 10 short levels that progressively strip the forest bare -- trees lose leaves, gaps widen, wind pushes you sideways -- turning a cozy autumn romp into a desperate survival scramble.

Recreation of the 1982 Williams arcade classic with a rising lava twist. Ride a flying ostrich, defeat enemy knights by jousting from above, collect eggs before they hatch. Each wave the lava rises, swallowing platforms and compressing the arena into a desperate knife-fight in the sky.

Hill climb racing reimagined as a dolphin riding ocean waves. Physics-based momentum game with bezier-curve dolphin, procedural wave terrain, landing quality tiers, flip tricks, and a combo system. The dolphin flows with the water -- graceful, not mechanical.

Classic Pac-Man arcade clone with faithful ghost AI personalities (Blinky, Pinky, Inky, Clyde), procedural audio, and modern game-feel polish. Navigate the maze, eat all dots, avoid (or devour) ghosts, and clear levels for a high score.

Faithful recreation of the 1979 Namco Galaxian arcade shooter with CRT arcade cabinet feel. 38-enemy formation with dive attacks, flagship escort mechanic, single-bullet constraint, and punchy procedural audio. Every shot, dive, and explosion tuned for arcade weight.

NES Zelda-inspired top-down dungeon crawl. Sword combat, bomb puzzles, push-block mechanics, and a boss fight across 10 hand-crafted rooms. Enter, explore, solve, fight, claim the Triforce fragment.
Designed by Morten Mai

Vertical-scrolling shmup where your ship has mass. Thrust-based movement with shared energy resource powering weapons and shield. Cold industrial aesthetic with silence as the soundscape.

Dark fantasy Donkey Kong platformer. A knight climbs a cursed tower dodging flaming skulls across 3 levels with distinct platform layouts. Weighty jumps, oppressive ambient drone, and a cathartic victory chord.
Designed by Morten Mai

Side-scrolling cave-flyer with momentum-based helicopter physics. Fight gravity through hostile underground caverns, destroy turrets, and extract hostages. The cave is the boss -- combat is a complication.
Designed by Morten Mai

Pentatonic puzzle with pencil marks and warm-lamp aesthetic. Digits mapped to a musical scale, group completions trigger harmonic chords, solving feels like finishing a piece of music.
Designed by Morten Mai

Wolfenstein 3D-style raycasting FPS with DDA engine, procedural 16x16 dungeons, guard AI with patrol/chase/attack, hitscan pistol combat, key-locked doors, and 3 levels of escalating dread. Dark fantasy atmosphere with Morten Mai palette.
Designed by Morten Mai

Tile-based RPG inspired by Ultima I. Explore a procedural overworld, delve dungeons, bump-to-attack combat, collect Gems of Power, and defeat Mondain. Turn-based with fog of war.
Designed by Morten Mai

Space Invaders with Claude Code terminal icons as the invaders. Formation march with escalating tempo, segment-based shields, CRT terminal aesthetic. The march IS the music.

Classic vector arcade shooter with Newtonian physics, screen wrapping, and wave escalation. Hyperspace teleport, procedural audio, and CRT glow effects. Survive as long as possible.

Classic arcade pong with procedural audio and juice. Player vs CPU with difficulty selection. Ball speed escalation creates genuine tension.