Soar over tropical waters and dive into the ocean to catch fish in this stylized low-poly bird flight simulation game.
The old forest is dreaming badly, and something at its heart has gone dark. You are the last seed of light: a tiny wanderer crossing a vast, painted world to the top of it. A living ink called the blight is draining the colour and memory out of everything it touches, and the seasons have stopped turning. Five guardians once kept them. Now they are nightmares. • Five seasons, five guardians. Cross the rain-soaked fens, the lightless Rootdeep, the red maples of Emberwood and the snows of the High Stair, and face the Old Stag, the Heron Queen, the Moth Mother, the Fox of Nine Embers and the Stone Ox. • Plant light. Seeds of light bloom into traps, floating lily bridges, bursts that stun and reveal, fire that burns away the blight's thorns, and roots that stop a charging giant. • Combat that rewards thought over twitch. Read each telegraphed attack, roll, strike, plant, reposition. No loot, no grind. • Every victory heals the world. Colour floods back, a season returns, and the forest remembers. • Painted and scored in code. Every pixel of art is brushed by hand-built generators: gouache and ink on warm paper, with a hushed, generative soundtrack. Play with keyboard and mouse, a controller, or touch.
Snake, except your body is the key that opens the door. The runes on each floor stay lit only while you are lying on them. Cover four at once and the wyrmhole opens — which means the puzzle is not where to go, but what shape to be when you get there. Length is currency. Motes feed you longer, shed shrines cut you shorter, and most Sanctums need you to be both before you leave. Some rooms want a body long enough to bridge a gap. Others want one small enough to thread a gate. Fifty hand-built Sanctums, each teaching one idea before turning it against you: floors that fall away behind you, ground that burns where you have been, and things in the dark that have noticed you. Then the Endless Reach — a causeway that builds itself ahead of you and collapses behind, for as long as you can keep ahead of it. One steady tick. No slow motion, no mercy frames. You learn how long a cell takes and you time your turns against it, exactly as you always did.
Puzzle · Arcade · Singleplayer
Night Courier is a cozy open-world delivery and driving game, with arcade mini-games and a lot of small stories. You are a tuxedo-cat courier for Meow Express, riding a scooter through Fogport, a rainy, neon-lit harbour city inspired by 90s Hong Kong, delivering parcels to the shopkeepers, grandmas and ferry captains who live there. THE PREMISE Every night your pager buzzes with a job. Collect a parcel from one person, ride it across town, and hand it to another. Nobody in Fogport is connected by a big plot. Each delivery is its own tiny story, sometimes funny, sometimes tender, sometimes a little strange: a bowl of soup that must reach the radio host, a jacket with the pins still in, a fly named Clive. Open the parcel, meet the person, and see what it meant to them. HOW IT PLAYS You ride a real scooter in a living 3D city: six districts, trams and ferries, crowds under umbrellas, a viaduct called the Loop that curves along the harbour, and a full day and night cycle with clear skies, drizzle and downpours. Beat the clock for your tip, but go gently: a package cam shows your cargo box live, every bump damages the parcel, and fragile parcels cost you tips if you ride rough. Urgent jobs and long hauls across the city raise the stakes. Late means no tip at all. BETWEEN JOBS Customers invite you in for a round of a mini-game: mahjong match-3, catching a fly with chopsticks, the claw machine, or karaoke to the game's own songs. Spend your tips at bike garages on a faster motor, better handling, paint, decals and charms you win. Tune the radio and listen to original music over the rain. FEATURES Pager-driven delivery loop with over 100 short stories (funny, poignant, strange) A moody 3D city built for riding: wet roads, neon, fog, a viaduct, a harbour Package cam, parcel damage, fragile and urgent jobs, long hauls Four mini-games: Mahjong, Chopsticks Fly-Catch, Claw Machine, Karaoke Night Bike upgrades and cosmetics, with prize charms to collect Day and night cycle, dynamic weather, 20+ characters with voices Original radio songs and a real-sample sound world CONTROLS W A S D ride, Shift boost, Space brake, E talk / pick up / hand over, Tab map, R radio, M mute, Esc pause. Karaoke uses Q W E R. Best with sound on and headphones. Your progress saves automatically in your browser.
Driving · Atmospheric · Cozy
🌑 THE GNAWING A Dark Fantasy Roguelike Descend into the Ratkin-infested depths beneath Embervale and survive the corruption... A pixel art roguelike dungeon crawler set in the grim darkness of the Sundered Realm of Aurelia. Build your hero, fight through procedurally-generated depths, and uncover the mysteries lurking in the dark. 📖 The Story Deep beneath the city of Embervale, an ancient corruption spreads through the underground passages. The Ratkin have awakened and grow stronger with each passing day. You descend into the darkness, not for glory, but for survival—and perhaps to discover what truly caused this blight upon the realm. ✨ FEATURES 🎯 Hero Building Create your character and customize your playstyle across multiple runs 🗡️ Strategic Combat Turn-based battles with skill-based abilities and tactical positioning 🏴☠️ Procedural Dungeons Dynamically generated levels ensure no two runs are the same 👹 Intelligent Enemies AI-driven foes with unique behaviors and devastating special abilities 💎 Rich Loot Discover powerful items, weapons, and equipment to enhance your power 🎬 Pixel Art Stunning hand-crafted graphics with immersive atmosphere ☁️ Cloud Saves Play across devices with seamless progress synchronization 🏆 Achievements Unlock achievements and track your progress across runs
The lighthouse is dark. Someone has to go. Leap between broken piers and wrecked ships in a rain-soaked harbour. Light the checkpoint lamps, watch the sea, and keep moving when a towering titan wakes beneath the wreckage. Time your jumps, dodge incoming blows, and use the giant's attacks to open your path: falling debris becomes a stepping stone, a shattered wall becomes a passage, and a toppled pillar becomes a bridge. A short, atmospheric single-player platformer with keyboard and touch controls. Would you like to see a continuation of this game? Let me know...
You noclipped out of reality into Level 0: endless yellow wallpaper, damp carpet and the hum of fluorescent lights. Someone was here before you and pinned 8 pages to the walls. Take them all and a door will unlock somewhere in the maze. The lights flicker and die. Something wanders the halls, and it hunts by sound: sprint and it hears you, sneak and you might slip past. Your flashlight helps you see and helps it find you. Almond water steadies your heart and restores stamina. Every run is a new procedurally generated maze. Escape as fast as you can and your time goes on the leaderboard. Controls: WASD to walk, mouse to look, Shift to run, C to sneak, F for the flashlight, E to interact, Esc to pause. Touch controls on phones and tablets (landscape). Headphones strongly recommended. Created with Claude. The maze, textures, creature and audio are all generated in code at runtime.
A bike ride down a Japanese country road on a late-summer afternoon, drawn like a hand-painted anime background. Ride past flooded rice paddies, old wooden shops and sagging power lines, hop off and walk, or just keep pedaling while the sun goes down. No score and nothing to win. Every mesh, texture, shop sign and sound is generated in code. Made with Claude in Cursor. Best on a desktop GPU. W to pedal, F to hop off and walk, V for first person.
A map, five places, and his letters. When her father dies, Wren finds his unfinished map in a drawer he always said was full of string. Tucked inside is a note: he went back to five places on it this year, while he still could, and left her a letter at each one. Go in order. Don't skip to the end. Nevertale is a short, cinematic story game about grief, regret and the things people never quite manage to say. Walk the salt marsh where she was born, the library sinking under a lake, a mountain pass that still smells of smoke, and a frozen lake where the clocks stopped. At each place a letter is waiting, and something he never faced is waiting with it. Features A story told in letters: every word appears in his handwriting, written onto the world as you play. Ink what's missing: use his quill to draw bridges, steps and paths into the places he left unfinished. Five places, five confrontations: each one is a regret he never faced, from a road that coils like a serpent to a winter that wouldn't end. Hand-crafted look: layered silhouettes, painterly light and a map that inks itself in as you travel. An original orchestral score, with a piano theme that follows you all the way to the edge of the map. Around 30 minutes, made to be played in one sitting, with headphones. For everyone who was loved more than they were told.
Atmospheric · 2D · Platformer
A summer evening in a small painted seaside bay. Walk the timber pier and the beach, then take a wooden skiff out to the lighthouse island while the day runs from morning to a moonlit night. Nothing to win, just the ride. The sea, sky, town, trees, birds, every sound and the piano score are generated in code at load time, under an ink and paint filter. Made with Claude in Cursor. Needs a desktop GPU, and the first load can take up to a minute while shaders compile.
An atmospheric 2D exploration adventure about discovery, solitude, and the lost origins of magic. Centuries ago, magic vanished from the world, leaving behind only faint, lingering traces. As one of the last remaining magicians, you wear the mask and journey into a vast, forgotten wilderness to answer a single question: what happened to magic? Features: Open-World Exploration: Seamlessly traverse a interconnected 2D world, from towering, ominous mountains to decaying temples and ancient forests. Pure Traversal Focus: Experience a peaceful Metroidvania centered on navigation, atmosphere, and discovery rather than heavy combat or boss fights. Upgrades & Secrets: Uncover hidden collectibles and gain new abilities to reach previously inaccessible areas of the mountain. Handcrafted Pixel Art: Explore detailed, fluidly animated environments brought to life with a quiet, mysterious art style. A Heartfelt Story: Discover an uplifting narrative centered on mystery, ancient secrets, and unexpected friendship. Atmospheric Music: Fully immersive soundtrack designed to complement the game's reflective, lonely world.
A third-person survival climb where you chase drifting patches of sunlight across procedural terrain, dodge the shade thrown by moving blockers, and push for the summit before the warmth runs out.
3D · Third Person · Adventure
Fly a UFO through a stylized low-poly city at night to find and beam up abduction targets while managing your altitude and exposure.
Open up, FBI! is a first-person demolition search game. Every wall and prop is built from cubes that shatter with material-based physics. Raid a procedural house, smash with a bat, find five pieces of evidence, and chase a high score from pure destruction.
3D · Simulation · Parody
Rootbound, a cozy 3D narrative gardening prototype about inherited bonsai and the people of Hollow Pine.
Relaxing · Casual · Simulation
🕹️ Inspired by Jumping Flash! 2 (PS1, 1996) 🐸 A frog. A UFO. Stolen tadpoles. Jump insanely high and explore floating islands in a first-person 3D platformer playable in your browser. Explore a bright, surreal world inspired by the Frutiger Aero aesthetic — glossy skies, floating platforms, and a sense of calm before something unknown arrives. Jump higher with each leap, navigate vertical spaces, and rescue your tadpoles taken by an alien presence. What kind of frog will you be? Your behavior across the levels defines your ending. Destroy everything in your path — and you might become something closer to a machine than a frog. Or maybe not. The choice is yours, and it's made without a single menu. 🎮 Controls WASD — Move Space — Jump (hold for higher jump) Mouse — Look around ✨ Features 2 levels + boss fight Frutiger Aero visual style Original AI-generated soundtrack Collect all 4 tadpoles per level 🤖 Made with AI Code: Claude (Sonnet 4.6) Art: Gemini + Imagen 3 Music: Suno SFX: ElevenLabs Intro Video: Pippit Like the game? Takes less than 1 minute to try. It really helps shape what comes next.
You are a tiny Wizard who lives on a tiny island... But that island is secretly a Musickal Machine! Combine items with the environment to make unique looping sounds, whistle random notes, play an instrument, tap your toes... or just watch while nature reacts and birds sing along!
First-person rooftop parkour across six roofs of a brutalist city at golden hour. Sprint, vault the vent box, slide under the pipe rack, clear the gap, mantle the penthouse, wall-run the facade and run through the arch onto the finish stripes. The timer starts the moment you move. Checkpoints catch your falls, splits show exactly where you lost time, and your best run goes on the leaderboard. No combat and no collectibles: the movement is the whole game. Controls: WASD to run, mouse to look, Space to jump and wall-jump, C to slide, R to restart, M to mute. Click the game to lock the mouse. Created with Claude. Every surface, the sky, the body and every sound are generated in code at runtime, with zero external assets.
Engage in atmospheric sliding block puzzles to navigate corridors and unlock sealed doors by guiding sigils toward the exit gate.
Design and manage passenger ships in this nautical simulation game. Build functional deck layouts, balance safety and engineering metrics, and send vessels on profitable voyages.
Cozy · Exploration · Adventure
Orbital Cleaner Low orbit is a mess. Satellites are failing, debris is everywhere, and someone has to go up there and fix it. That someone is you. Fly tight orbital paths around Earth, line up with damaged satellites, and perform precise repairs while managing fuel, heat, and momentum. Every move matters. Overshoot your approach, stay too long in the atmosphere, or push your luck chasing debris and it will cost you. Burn down dangerous debris before it triggers cascading collisions. Let too much pile up and the Kessler Effect starts creeping in, turning a clean orbit into a chain reaction of chaos. You are not a hero. You are a contractor. Stack jobs, build momentum, and bring in credits… but corporate always takes their cut. Fees, penalties, and “operational costs” eat into every shift. The better you do, the more they expect. After each contract cycle, your performance is reviewed. Rankings, payouts, and upgrade access all depend on how well you handled the pressure. Simple controls. Tight systems. High stakes. Keep orbit stable. Or don’t.
Space · Arcade · Simulation
Rage Against The Sapiens. Game uploaded for the Gamedevs.js 2026 jam. This year's theme was: MACHINES. Controls: Movement: ←↑→↓ / WASD / ZQSD Action: Space
Retro · Arcade · Atmospheric
Build your home in the wild. Hunt, forage, and haul resources back to your cabin to upgrade it forever. Every run makes your house stronger. How high can you climb?
Somewhere between a broken plot and an impossible situation, a vending machine appeared. Nobody built it. Nobody ordered it. It simply arrived — humming quietly — at the exact moment it was needed. This is the MACHINA-3000. A deus ex machina experience. 10 customers in crisis arrive at the machine. Each round, you dispense one of three items. Each choice is tagged: DESTINED, ABSURD, or MUNDANE. The machine always delivers. Whether it helps is another matter entirely. Controls: Click a slot or press 1/2/3 to dispense. Press N for next customer. Built for Gamedev.js Jam 2026 — Theme: Machines