starter games · the twenty-five
Starter games·
Every starter game is gold, the checker's top stage, and every designed level can be won (the level solver checks each one; the explorer's world of screens is not one it checks yet). Every knob is one line in the code; turning it rewrites that line.
| game | one line | number knobs | colors |
|---|---|---|---|
| Starter | Start here. A tiny game whose design you write: one player, one star, a clock. | 3 | 4 |
| Blank | An empty page. Build it yourself, or ask player two for parts of any starter: "use the 3D road from Race Track". | 0 | 1 |
| Catcher | Slide along the bottom. Catch the good, dodge the bad. | 6 | 5 |
| Dodger | Move anywhere. Survive until the clock runs out. | 6 | 4 |
| Shooter | Fire up at what is coming down. Do not let it land. | 7 | 5 |
| Flapper | Tap to flap, gravity pulls you down. Fly through the gaps between the pipes. | 6 | 5 |
| Race Track | Race three rivals down a 3D road. Hold it round the bends. Draw your own track. | 6 | 7 |
| Runner | It runs by itself, you jump the spikes. Redraw the course. | 5 | 6 |
| Maze | Grab every coin, dodge the ghosts, find the exit. Draw your own maze. | 3 | 7 |
| Platformer | Run, jump, reach the flag. Three levels you can redraw. | 4 | 7 |
| Side-Scroller | Run through a world wider than the screen. Stomp walkers, reach the flag. | 5 | 9 |
| Explorer | Walk off the edge to the next screen: the street, a home, out the window. Build your own world. | 4 | 7 |
| Survivor | Top-down. WASD to move, the mouse to aim, click to fire. Survive the waves. | 7 | 6 |
| Fighter | Two players, one keyboard. Punch, block, win the rounds. | 6 | 6 |
| Adventure | Room by room: keys open doors, people talk, find the treasure. | 3 | 10 |
| Chase | Three hunters, three brains: one chases, one cuts you off, one guards. | 12 | 10 |
| Slither | The camera rides your head through a huge arena. Eat to grow, cut off the rivals. | 8 | 7 |
| Clicker | Click the big coin, buy bigger clicks and helpers that click for you. Get rich. | 5 | 5 |
| Tower Defense | Slimes march down the path. Build frost and bomb towers, upgrade them, guard the crystal. | 11 | 7 |
| Lane Battle | Send scouts, tanks and archers down the lane. Knock down the enemy base before it knocks down yours. | 6 | 5 |
| Dungeon Quest | Lead a knight, a wizard and a cleric through the dungeon. Take turns, roll the d20, beat every fight. | 5 | 4 |
| Digger | Chop, dig and build by day. Night falls every few minutes: build a shelter or grab the sword. | 11 | 8 |
| Tower Climb | Jump to the top before the clock runs out. Every section is harder. Touch red and you start over. | 6 | 10 |
| Board Game | Take turns rolling the die. Payday, bills and chance cards on the way. Most coins at the finish wins. | 6 | 5 |
| Mansion 3D | Walk a dark mansion in first person. Mine through walls, open the gold door, outrun the monster. | 14 | 2 |
| Space 3D | Fly into the screen. Shoot down ships and armored ships, grab upgrades, then beat the boss. | 17 | 1 |
Starter·
Start here. A tiny game whose design you write: one player, one star, a clock.
- You: Move around the screen and grab each star before the clock runs out
- Controls: Arrow keys; SPACE starts
- Win: Grab
POINTS_TO_WINstars - Lose: The clock runs out first, after
SECONDSseconds
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 8; |
3 to 18 |
| Stars to win | var POINTS_TO_WIN = 10; |
3 to 50 |
| Seconds on the clock | var SECONDS = 30; |
10 to 120 |
Colors you can pick: Background, Player, Star, Text.
Blank·
An empty page. Build it yourself, or ask player two for parts of any starter: "use the 3D road from Race Track".
| knob | the line it changes | range |
|---|---|---|
Colors you can pick: Background.
Catcher·
Slide along the bottom. Catch the good, dodge the bad.
- You: Slide along the bottom; catch the good things, dodge the bad ones
- Controls: LEFT and RIGHT arrows; SPACE starts
- Win: Catch
POINTS_TO_WINgood things - Lose: Bad things use up your lives
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 11; |
3 to 23 |
| Falling speed | var FALL_SPEED = 6; |
2 to 18 |
| Frames between drops | var SPAWN_EVERY = 30; |
8 to 90 |
| Bad drops (percent) | var BAD_CHANCE = 30; |
0 to 80 |
| Points to win | var POINTS_TO_WIN = 20; |
5 to 100 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Background, Player, Good thing, Bad thing, Text.
Dodger·
Move anywhere. Survive until the clock runs out.
- You: Move anywhere on the screen while hazards fly in from every edge
- Controls: Arrow keys; SPACE starts
- Win: Survive
SECONDS_TO_WINseconds - Lose: Hazards use up your lives
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 8; |
3 to 18 |
| Hazard speed | var HAZARD_SPEED = 5; |
2 to 15 |
| Frames between hazards | var SPAWN_EVERY = 25; |
6 to 90 |
| Hazards at a time | var HAZARDS_AT_ONCE = 1; |
1 to 8 |
| Seconds to survive | var SECONDS_TO_WIN = 30; |
5 to 120 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Background, Player, Hazard, Text.
Shooter·
Fire up at what is coming down. Do not let it land.
- You: Slide along the bottom and fire up at the enemies before they land
- Controls: LEFT and RIGHT arrows; SPACE to fire; SPACE starts
- Win: Stop
POINTS_TO_WINenemies - Lose: Enemies that land or touch you use up your lives
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 9; |
3 to 21 |
| Shot speed | var SHOT_SPEED = 15; |
6 to 30 |
| Frames between shots | var SHOT_COOLDOWN = 8; |
2 to 30 |
| Enemy speed | var ENEMY_SPEED = 3; |
2 to 12 |
| Frames between enemies | var SPAWN_EVERY = 40; |
10 to 120 |
| Enemies to stop | var POINTS_TO_WIN = 25; |
5 to 100 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Background, Player, Shot, Enemy, Text.
Flapper·
Tap to flap, gravity pulls you down. Fly through the gaps between the pipes.
- You: A bird that falls unless you flap; fly through the gaps between the pipes
- Controls: SPACE, UP or click to flap; SPACE starts
- Win: Fly through
POINTS_TO_WINgaps - Lose: Touch a pipe, the ground or the sky's edge
| knob | the line it changes | range |
|---|---|---|
| Flap power | var FLAP_POWER = 10; |
6 to 16 |
| Gravity | var GRAVITY = 0.8; |
0.4 to 1.4 |
| Pipe speed | var SCROLL_SPEED = 5; |
3 to 9 |
| Gap size | var GAP_SIZE = 180; |
130 to 260 |
| Space between pipes | var PIPE_SPACING = 270; |
200 to 400 |
| Gaps to win | var POINTS_TO_WIN = 25; |
5 to 100 |
Colors you can pick: Sky, Ground, Player, Pipes, Text.
Race Track·
Race three rivals down a 3D road. Hold it round the bends. Draw your own track.
- You: A race car seen from behind, driving into the screen; hold the road round the bends
- Controls: UP to speed up, DOWN to brake, LEFT and RIGHT to steer, 1 2 3 4 pick a gear; SPACE starts
- Win: Finish
LAPSlaps before every rival - Lose: A rival finishes first
| knob | the line it changes | range |
|---|---|---|
| Laps | var LAPS = 3; |
1 to 10 |
| Rival speed (percent of yours) | var RIVAL_SPEED = 85; |
50 to 95 |
| Top speed | var TOP_SPEED = 8; |
4 to 14 |
| Speeding up | var ACCELERATION = 0.25; |
0.1 to 0.6 |
| Steering | var TURN = 6; |
3 to 10 |
| Top speed on the grass | var GRASS_SPEED = 3; |
1 to 6 |
Colors you can pick: Sky, Hills, Grass, Road, Your car, Rival cars, Text.
Map letters: .=road <=bend-left >=bend-right ^=hill v=dip S!=start (a letter marked ! appears exactly once in each level).
Runner·
It runs by itself, you jump the spikes. Redraw the course.
- You: The square runs by itself; jump the spikes, land on the blocks, reach the end
- Controls: SPACE, UP or click to jump (hold to keep jumping); SPACE starts
- Win: Reach the end of the course
- Lose: Nothing to lose: a crash starts the course again, and the attempts count up
| knob | the line it changes | range |
|---|---|---|
| Run speed | var RUN_SPEED = 9; |
5 to 11 |
| Jump power | var JUMP_POWER = 16.5; |
12 to 24 |
| Gravity | var GRAVITY = 1.5; |
0.75 to 2.2 |
| Spin in the air | var SPIN = 8; |
0 to 20 |
| Near miss (pixels) | var NEAR_MISS = 8; |
0 to 12 |
Colors you can pick: Background, Ground, Player, Spikes, Blocks, Text.
Map letters: .=air ^=spike ==block (a letter marked ! appears exactly once in each level).
Maze·
Grab every coin, dodge the ghosts, find the exit. Draw your own maze.
- You: Walk the maze, collect every coin, dodge the ghosts, then reach the exit
- Controls: Arrow keys; SPACE starts
- Win: Collect every coin, then touch the exit
- Lose: Ghosts use up your lives
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 6; |
3 to 12 |
| Ghost speed | var GHOST_SPEED = 3; |
2 to 9 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Floor, Walls, Player, Coins, Ghosts, Exit, Text.
Map letters: #=wall .=floor o=coin P!=start E!=exit G=ghost-sideways g=ghost-up-down (a letter marked ! appears exactly once in each level).
Platformer·
Run, jump, reach the flag. Three levels you can redraw.
- You: Run and jump across three levels, grab coins, avoid spikes and falls, reach each flag
- Controls: LEFT and RIGHT to run; SPACE or UP to jump; SPACE starts
- Win: Reach the flag on the last level
- Lose: Spikes and falls use up your lives
| knob | the line it changes | range |
|---|---|---|
| Run speed | var RUN_SPEED = 6; |
3 to 12 |
| Jump power | var JUMP_POWER = 16.5; |
16 to 24 |
| Gravity | var GRAVITY = 0.9; |
0.3 to 0.9 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Sky, Blocks, Player, Coins, Spikes, Flag, Text.
Map letters: ==block .=air o=coin ^=spikes P!=start F!=flag (a letter marked ! appears exactly once in each level).
Side-Scroller·
Run through a world wider than the screen. Stomp walkers, reach the flag.
- You: Run right through levels wider than the screen while the camera follows; stomp walkers, grab coins
- Controls: LEFT and RIGHT to run; SPACE or UP to jump; SPACE starts
- Win: Reach the flag on the last level
- Lose: Spikes, falls and walkers use up your lives
| knob | the line it changes | range |
|---|---|---|
| Run speed | var RUN_SPEED = 6; |
4 to 12 |
| Jump power | var JUMP_POWER = 16.5; |
16 to 24 |
| Gravity | var GRAVITY = 0.9; |
0.3 to 0.9 |
| Walker speed | var WALKER_SPEED = 1.5; |
0 to 6 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Sky, Hills, Blocks, Player, Coins, Spikes, Walkers, Flag, Text.
Map letters: ==block .=air o=coin ^=spikes w=walker P!=start F!=flag (a letter marked ! appears exactly once in each level).
Explorer·
Walk off the edge to the next screen: the street, a home, out the window. Build your own world.
- You: Walk from screen to screen: off the street into a home, on into the bedroom, then up and out the window to the rooftops; grab coins, avoid spikes and falls, reach the flag
- Controls: LEFT and RIGHT to run; SPACE or UP to jump; SPACE starts
- Win: Reach the flag
- Lose: Spikes and falls use up your lives
| knob | the line it changes | range |
|---|---|---|
| Run speed | var RUN_SPEED = 6; |
3 to 12 |
| Jump power | var JUMP_POWER = 16.5; |
9 to 24 |
| Gravity | var GRAVITY = 0.9; |
0.3 to 2.25 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Background, Blocks, Player, Coins, Spikes, Flag, Text.
Map letters: ==block .=air o=coin ^=spikes P!=start F!=flag (a letter marked ! appears exactly once in the whole world).
Survivor·
Top-down. WASD to move, the mouse to aim, click to fire. Survive the waves.
- You: Move, aim with the mouse and fire at zombies that come in bigger and bigger waves
- Controls: WASD or arrows to move; the mouse aims; click to fire; SPACE starts
- Win: Survive
WAVES_TO_WINwaves - Lose: Zombie bites use up your health
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 6; |
3 to 12 |
| Shot speed | var SHOT_SPEED = 18; |
9 to 30 |
| Zombie speed | var ZOMBIE_SPEED = 2.25; |
0.75 to 6 |
| Hits to stop a zombie | var ZOMBIE_HITS = 2; |
1 to 5 |
| Zombies in the first wave | var ZOMBIES_PER_WAVE = 4; |
1 to 12 |
| Waves to survive | var WAVES_TO_WIN = 5; |
1 to 15 |
| Health | var START_HEALTH = 100; |
20 to 200 |
Colors you can pick: Ground, Player, Shot, Zombie, Health bar, Text.
Fighter·
Two players, one keyboard. Punch, block, win the rounds.
- You: Two players on one keyboard punch, block and jump until one is knocked out
- Controls: P1: A D move, W jump, F punch, S block; P2: arrows, UP jump, L punch, DOWN block; SPACE starts
- Win: Win
ROUNDS_TO_WINrounds - Lose: The other player wins them first
| knob | the line it changes | range |
|---|---|---|
| Fighter speed | var MOVE_SPEED = 6; |
3 to 12 |
| Jump power | var JUMP_POWER = 18; |
9 to 27 |
| Gravity | var GRAVITY = 1.2; |
0.45 to 3 |
| Punch damage | var PUNCH_DAMAGE = 10; |
2 to 34 |
| Knockback | var KNOCKBACK = 12; |
0 to 30 |
| Rounds to win | var ROUNDS_TO_WIN = 2; |
1 to 5 |
Colors you can pick: Sky, Floor, P1, P2, Punch, Text.
Adventure·
Room by room: keys open doors, people talk, find the treasure.
- You: Explore three rooms; pick up keys to open doors, hear what the people say, dodge the ghosts
- Controls: Arrow keys; SPACE starts
- Win: Take the stairs out of each room and find the treasure in the last one
- Lose: A ghost touches you and your lives run out
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 5; |
3 to 9 |
| Ghost speed | var GHOST_SPEED = 3; |
2 to 8 |
| Lives | var START_LIVES = 3; |
1 to 9 |
Colors you can pick: Floor, Walls, Player, Keys, Doors, Talkers, Ghosts, Stairs, Treasure, Text.
Map letters: #=wall .=floor g=ghost D=door k=key N=talker S=stairs X=treasure P!=start (a letter marked ! appears exactly once in each level).
Chase·
Three hunters, three brains: one chases, one cuts you off, one guards.
- You: Stay away from three hunters with different brains: one pursues, one intercepts, one guards
- Controls: Arrow keys; 1, 2, 3 buy speed, star mode, shrink; SPACE starts
- Win: Reach
POINTS_TO_WINpoints (one a second) - Lose: A hunter touches you: you keep half your points and carry on
| knob | the line it changes | range |
|---|---|---|
| Player speed | var PLAYER_SPEED = 9; |
3 to 15 |
| Speed with the boost | var BOOST_SPEED = 12.75; |
6 to 21 |
| Snake and frog speed | var HUNT_SPEED = 3.75; |
0.75 to 9 |
| How far ahead the frog aims | var LOOK_AHEAD = 25; |
0 to 60 |
| Size of the pen's circle | var GUARD_SIZE = 158; |
60 to 255 |
| Pen's charge speed | var RAGE_SPEED = 8.7; |
3 to 15 |
| How long the pen charges | var RAGE_TIME = 150; |
30 to 300 |
| Seconds before the hunters move | var HEAD_START = 3; |
0 to 5 |
| Price: speed | var SPEED_COST = 10; |
1 to 50 |
| Price: star mode | var STAR_COST = 20; |
1 to 50 |
| Price: shrink | var SHRINK_COST = 5; |
1 to 50 |
| Points to win | var POINTS_TO_WIN = 100; |
20 to 500 |
Colors you can pick: Ground, Bushes, Tree trunks, Tree tops, Player, Snake, Frog, Pen, Pen's circle, Text.
Slither·
The camera rides your head through a huge arena. Eat to grow, cut off the rivals.
- You: Steer a snake around an arena bigger than the screen; eat pellets to grow; cut off the rivals
- Controls: The mouse steers, or LEFT and RIGHT turn; hold SPACE or the mouse button to boost; SPACE starts
- Win: Grow to
WIN_LENGTH - Lose: Your head touches a body or the arena wall
| knob | the line it changes | range |
|---|---|---|
| Snake speed | var SPEED = 5; |
2 to 9 |
| Turning | var TURN_SPEED = 0.12; |
0.04 to 0.4 |
| Body thickness | var BODY_SIZE = 24; |
12 to 45 |
| Starting length | var START_LENGTH = 20; |
5 to 60 |
| Length to win | var WIN_LENGTH = 150; |
80 to 500 |
| Rival snakes | var RIVALS = 4; |
0 to 8 |
| Pellets | var PELLETS = 120; |
20 to 300 |
| Arena size | var WORLD_SIZE = 2400; |
1200 to 6000 |
Colors you can pick: Ground, Floor dots, Arena wall, Your snake, Rival snakes, Pellets, Text.
Clicker·
Click the big coin, buy bigger clicks and helpers that click for you. Get rich.
- You: Click the coin for coins, then buy bigger clicks and helpers that click for you
- Controls: Click or tap the coin (or press SPACE); click a shop button (or press 1 or 2) to buy; SPACE or a click starts
- Win: Reach
COINS_TO_WINcoins; the end screen says how many seconds it took - Lose: You cannot lose: the game is how fast you get there, against the clock and your best time
| knob | the line it changes | range |
|---|---|---|
| Coins to win | var COINS_TO_WIN = 1000; |
100 to 10000 |
| Price of a bigger click | var CLICK_PRICE = 10; |
1 to 200 |
| Price of a helper | var HELPER_PRICE = 25; |
1 to 500 |
| Price rise each buy (percent) | var PRICE_RISE = 50; |
0 to 200 |
| Coins a helper makes each second | var HELPER_POWER = 1; |
1 to 20 |
Colors you can pick: Background, Coin, Helpers, Shop buttons, Text.
Tower Defense·
Slimes march down the path. Build frost and bomb towers, upgrade them, guard the crystal.
- You: Build frost towers that slow the slimes and bomb towers that blast them, then upgrade each tower its own way
- Controls: Click the grass to build (1 or 2 picks the tower); click a tower, then an upgrade (or press 3, 4 or 5); SPACE or a click starts; SPACE calls the next wave early
- Win: Survive
WAVES_TO_WINwaves - Lose: Every slime that reaches the crystal takes 1 health; at 0 the crystal falls
| knob | the line it changes | range |
|---|---|---|
| Waves to win | var WAVES_TO_WIN = 10; |
1 to 30 |
| Crystal health | var START_HEALTH = 20; |
1 to 50 |
| Starting coins | var START_COINS = 150; |
50 to 1000 |
| Coins for each slime | var COINS_PER_SLIME = 5; |
1 to 50 |
| Slimes in the first wave | var SLIMES_IN_FIRST_WAVE = 6; |
1 to 20 |
| More slimes each wave | var MORE_SLIMES_EACH_WAVE = 2; |
0 to 10 |
| Slime speed | var SLIME_SPEED = 1.5; |
0.5 to 4 |
| Slime toughness | var SLIME_TOUGHNESS = 3; |
1 to 20 |
| Frost tower price | var FROST_PRICE = 50; |
10 to 300 |
| Bomb tower price | var BOMB_PRICE = 75; |
10 to 300 |
| Upgrade price | var UPGRADE_PRICE = 40; |
10 to 300 |
Colors you can pick: Grass, Path, Crystal, Slimes, Frost towers, Bomb towers, Text.
Map letters: #=path .=grass r=rock S!=start C!=crystal (a letter marked ! appears exactly once in each level).
Lane Battle·
Send scouts, tanks and archers down the lane. Knock down the enemy base before it knocks down yours.
- You: A base on the left that sends scouts, tanks and archers; theirs sends its own from the right
- Controls: 1, 2 and 3 (or click the buttons) send a unit; SPACE fires the cannon when it is charged
- Win: The enemy base falls
- Lose: Your base falls
| knob | the line it changes | range |
|---|---|---|
| Base health | var BASE_HEALTH = 1000; |
100 to 2000 |
| Money per second | var MONEY_PER_SECOND = 15; |
5 to 50 |
| Most money you can hold | var WALLET = 400; |
150 to 1500 |
| Seconds between enemies | var ENEMY_EVERY = 3; |
1 to 10 |
| Seconds to charge the cannon | var CANNON_SECONDS = 25; |
5 to 60 |
| Cannon damage | var CANNON_DAMAGE = 60; |
10 to 200 |
Colors you can pick: Sky, Ground, Your army, Their army, Text.
Dungeon Quest·
Lead a knight, a wizard and a cleric through the dungeon. Take turns, roll the d20, beat every fight.
- You: A knight, a wizard and a cleric; each takes a turn, then the monsters take theirs
- Controls: 1 attack, 2 guard, 3 the hero's skill, 4 drink a potion (or click the buttons); LEFT and RIGHT (or a click on a monster) pick who to hit
- Win: Beat every fight in the dungeon
- Lose: The whole party falls
| knob | the line it changes | range |
|---|---|---|
| Starting potions | var POTIONS = 3; |
0 to 10 |
| Armor a guard adds | var GUARD_BONUS = 5; |
0 to 10 |
| Skill uses each fight | var SKILL_USES = 2; |
1 to 5 |
| Health back between fights | var REST_HEAL = 10; |
0 to 40 |
| Monster strength (percent) | var MONSTER_POWER = 100; |
50 to 200 |
Colors you can pick: Dungeon floor, Your party, Monsters, Text.
Digger·
Chop, dig and build by day. Night falls every few minutes: build a shelter or grab the sword.
- You: Chop trees with the axe and dig the ground with the pickaxe, carry what drops in your bag and build a house with it; wood makes a crafting table, and at the table, a door you can walk through and shades cannot, until they break it down; when night falls, shades come for you and the sword stops them; dig down into caves where more shades wait
- Controls: A and D or the arrows to walk; W, UP or SPACE to jump; 1 to 9 pick from the toolbar; click to use it; E opens the bag; C crafts; SPACE starts
- Win: Live through
NIGHTS_TO_WINnights - Lose: Shades use up your health
| knob | the line it changes | range |
|---|---|---|
| Walk speed | var RUN_SPEED = 6; |
3 to 12 |
| Jump power | var JUMP_POWER = 13.5; |
11 to 18 |
| Health | var START_HEALTH = 100; |
30 to 300 |
| Bag slots | var BAG_SLOTS = 20; |
6 to 30 |
| Minutes of daylight | var DAY_MINUTES = 5; |
1 to 10 |
| Seconds of night | var NIGHT_SECONDS = 60; |
20 to 180 |
| Nights to survive | var NIGHTS_TO_WIN = 3; |
1 to 10 |
| Shades each night | var SHADES_PER_NIGHT = 4; |
1 to 12 |
| Shade speed | var SHADE_SPEED = 1.5; |
0.5 to 4 |
| Sword hits to stop a shade | var SHADE_HITS = 2; |
1 to 6 |
| Seconds a door holds a shade | var DOOR_SECONDS = 10; |
2 to 60 |
Colors you can pick: Sky, Grass, Dirt, Stone, Wood, Player, Shades, Text.
Map letters: g=grass d=dirt s=stone w=wood t=tree c=table o=door m=shade .=air P!=start (a letter marked ! appears exactly once in each level).
Tower Climb·
Jump to the top before the clock runs out. Every section is harder. Touch red and you start over.
- You: Jump up a tower of sections, each a new color and harder than the one below; red sends you all the way back to the bottom
- Controls: LEFT and RIGHT to run; SPACE or UP to jump; SPACE starts
- Win: Reach the flag at the top of the tower before the time runs out
- Lose: Nothing to lose for good: red starts you over at the bottom and the attempts count up; when the time runs out, a new run starts
| knob | the line it changes | range |
|---|---|---|
| Seconds on the clock | var TIME_LIMIT = 180; |
60 to 600 |
| Near miss (pixels) | var NEAR_MISS = 6; |
0 to 12 |
| Moving red speed | var MOVER_SPEED = 3; |
0 to 8 |
| Run speed | var RUN_SPEED = 6; |
5 to 12 |
| Jump power | var JUMP_POWER = 16.5; |
16 to 19.5 |
| Gravity | var GRAVITY = 0.9; |
0.6 to 1 |
Colors you can pick: Sky, Player, Red parts, Flag, Text, Section 1, Section 2, Section 3, Section 4, Section 5.
Map letters: ==block .=air x=red >=moving-red P=start F=flag (a letter marked ! appears exactly once in each level).
Board Game·
Take turns rolling the die. Payday, bills and chance cards on the way. Most coins at the finish wins.
- You: Two players take turns on one keyboard (or play the computer): roll, move, and see what the square you land on does: payday, a bill, a shortcut, a chance card
- Controls: SPACE, or a click or tap anywhere, rolls the die for whoever's turn it is; SPACE or a click starts
- Win: When both players reach FINISH, the one with the most coins wins (the first to finish gets
FINISH_BONUScoins) - Lose: The other player ends with more coins
| knob | the line it changes | range |
|---|---|---|
| Sides on the die | var DIE_SIDES = 6; |
2 to 12 |
| Starting coins | var START_COINS = 10; |
0 to 50 |
| Coins on payday | var PAYDAY = 5; |
1 to 20 |
| Coins a bill costs | var BILL = 3; |
1 to 20 |
| Bonus for finishing first | var FINISH_BONUS = 10; |
0 to 50 |
| Computer plays P2 (1 yes, 0 no) | var COMPUTER_PLAYS_TWO = 0; |
0 to 1 |
Colors you can pick: Background, Squares, P1, P2, Text.
Mansion 3D·
Walk a dark mansion in first person. Mine through walls, open the gold door, outrun the monster.
- You: An explorer inside a three-floor block mansion, seen through your own eyes
- Controls: W and S (or the up and down arrows) walk, A and D step sideways, the left and right arrows turn, SHIFT sprints; click the game and move the mouse to look around (ESC gives the pointer back), hold R to look up; F turns the flashlight on or off; hold SPACE on a wall to mine it; walk onto stairs to change floors; SPACE starts, ENTER plays again
- Win: Mine
BLOCKS_TO_WINblocks, then walk out through the gold door on the ground floor - Lose: The monster on the ground floor touches you
| knob | the line it changes | range |
|---|---|---|
| Walk speed | var WALK_SPEED = 4; |
1 to 10 |
| Sprint speed | var SPRINT_SPEED = 8; |
1 to 15 |
| Turn speed | var TURN_SPEED = 14; |
1 to 25 |
| Mouse look | var LOOK_SPEED = 30; |
1 to 40 |
| Look up and down speed | var PITCH_SPEED = 4; |
1 to 10 |
| Step bump | var STEP_BUMP = 14; |
0 to 30 |
| Stair foot bump | var STAIR_FOOT_BUMP = 6; |
0 to 20 |
| Blocks to win | var BLOCKS_TO_WIN = 10; |
1 to 30 |
| Creature speed | var CREATURE_SPEED = 2; |
1 to 6 |
| Chase range | var CHASE_RANGE = 6; |
2 to 12 |
| Creature size | var CREATURE_SIZE = 2.5; |
1 to 6 |
| Mine time (seconds) | var MINE_SECONDS = 2; |
1 to 10 |
| Radar shows monster for (seconds) | var RADAR_SHOW_SECONDS = 3; |
1 to 10 |
| Radar hides monster for (seconds) | var RADAR_HIDE_SECONDS = 2; |
1 to 10 |
Colors you can pick: Background, Ceiling.
Space 3D·
Fly into the screen. Shoot down ships and armored ships, grab upgrades, then beat the boss.
- You: A small ship flying forward through space, seen from behind
- Controls: Arrow keys or WASD fly the ship; hold SPACE to fire; SPACE starts, SPACE or ENTER plays again
- Win: Shoot down
ENEMIES_TO_WINships, then destroy the boss - Lose: Your
MAX_SHIELDshield runs out
| knob | the line it changes | range |
|---|---|---|
| Ship speed | var SHIP_SPEED = 10; |
4 to 20 |
| Frames between shots | var FIRE_DELAY = 7; |
3 to 20 |
| Shield | var MAX_SHIELD = 5; |
1 to 10 |
| Ship size % | var SHIP_SIZE = 150; |
100 to 300 |
| Upgrade chance % | var UPGRADE_CHANCE = 20; |
0 to 100 |
| Double shot frames | var DOUBLE_SHOT_FRAMES = 300; |
60 to 600 |
| Enemy speed | var ENEMY_SPEED = 14; |
6 to 30 |
| Frames between enemies | var SPAWN_DELAY = 30; |
10 to 90 |
| Enemy shot chance | var ENEMY_FIRE_CHANCE = 2; |
0 to 10 |
| Armored ship health | var HEAVY_HEALTH = 5; |
2 to 12 |
| Frames between armored ships | var HEAVY_SPAWN_DELAY = 360; |
150 to 900 |
| Frames between heavy shots | var HEAVY_FIRE_DELAY = 120; |
60 to 300 |
| Boss health | var BOSS_HEALTH = 30; |
5 to 60 |
| Frames between boss shots | var BOSS_FIRE_DELAY = 25; |
10 to 60 |
| Boss size % | var BOSS_SIZE = 180; |
100 to 300 |
| Frames between boss lasers | var BOSS_LASER_DELAY = 150; |
60 to 300 |
| Enemies to shoot down | var ENEMIES_TO_WIN = 30; |
5 to 100 |
Colors you can pick: Background.