GAME
LAB
Juice is not optional. Screen shake, hit stop, particle bursts —
these aren't polish. They're the product.
Screen shake. Hit stop. Combo multiplier. Boss waves. Power-ups. S/A/B/C rank.
6 levels, PixiJS sprites, full tileset, bridges, fruit, decorations. Coyote time. Jump buffering. Squash & stretch. Stomp enemies.
4-lane note highway. D/F/J/K timing. Perfect → Great → Good chain scoring.
Space invaders that pulse and fire on the beat. Adjust BPM to dial up the chaos.
Dodge curtains of glowing bullets. 4 boss phases. Graze system. Slowmo on phase transitions. WASD + Shift focus.
Grid-based snake with combo chains. Speed ramps every eat. Screen shake. Neon glow. Swipe on mobile.
Move to paint. Perlin noise drives particles. Collect orbs for colors. Gameplay IS art. sprite x degen collab.
Collect orbs. Streaks trigger FLOW. Misses bring STRUGGLE. Green orbs grant CALM. Your play shapes the feel.
2000 particles steered by noise-driven vector fields. Trails accumulate. Mouse attracts or repels.
5 motion modes, 5 palettes, mic-reactive via FFT. Mouse repels. Click attracts. Export PNG.
5 rulesets: Life, HighLife, Day & Night, Seeds, Diamoeba. Paint cells, watch emergence. Age-colored grid. Play/pause/speed controls.
220 PixiJS 8 boids with separation, alignment, cohesion. 3 predators scatter the flock. Click to spawn food. Slider controls for every force.
Plants, herbivores, predators. Energy-based reproduction and death. Click to introduce species or walls. Emergent population cycles from simple rules.
Click+hold to place stars (longer = heavier). Orbital trails color-coded by velocity. Merger events conserve momentum. Energy readout. Adjustable G constant.
Lindenmayer systems. 5 presets: Koch, Sierpinski, botanical tree, dragon curve, fern. Custom rule editor. Animated growth. Zoom, pan, click to set origin.
"If it doesn't feel good
at 60fps,
it doesn't ship."