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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_WIN stars
  • Lose: The clock runs out first, after SECONDS seconds
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_WIN good 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_WIN seconds
  • 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_WIN enemies
  • 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_WIN gaps
  • 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 LAPS laps 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_WIN waves
  • 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_WIN rounds
  • 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_WIN points (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_WIN coins; 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_WIN waves
  • 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_WIN nights
  • 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_BONUS coins)
  • 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_WIN blocks, 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_WIN ships, then destroy the boss
  • Lose: Your MAX_SHIELD shield 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.