Browser game (HTML5 framework)
Jam prototypes and small games anyone can play from a link
$0 · Low
△ You need 3D, heavy physics, or a store that sells downloadable games
Drawing set · L0–L3
Games break the usual rule that working software is enough. A game can run perfectly and still be worthless if it is not fun, so the first job is finding the fun, not building the engine. This drawing set maps the shapes a game project can take. Honest note: this site has not shipped a game of its own yet; its only first-hand evidence is the realtime matchmaking behind the Turing Test, and every engine below is marked as not verified here.
Design philosophy
A game is a promise of a feeling. Code that runs is only the floor; the product is whether a stranger wants one more round.
Prove one mechanic is fun with grey boxes before you build menus, art or systems. Most game projects die from building before playing.
A tiny game people can finish teaches you more — and reaches more players — than a large one that stays in development.
Players cannot tell you why a game is not fun, but their hands can show you. Trust what they do over what they say.
First game? Use an existing engine, make one small mechanic fun in a weekend, and publish it free. Only think about stores, servers and multiplayer once strangers play it twice.
You want to know whether one mechanic is fun. Nothing else matters yet — not art, not menus, not a story.
One scene in an existing engine, grey boxes for everything, one mechanic, one way to lose or win. No saving, no settings, no server.
Δ New at this level
Shapes on the map: Browser game (HTML5 framework) · General-purpose engine (Godot, Unity)
Use an existing engine; writing your own at this level is a way of avoiding the scary question of whether the game is fun.
Also worth knowing — not verified by this site
The mechanic survived your friends. Now you need people who owe you nothing to find it, finish it and tell you where they quit.
The prototype becomes a short complete game: a start, an end, saving if it is longer than a few minutes, settings for sound and controls. It ships as a web build and a downloadable build on a free indie storefront.
Δ New at this level
Shapes on the map: Browser game (HTML5 framework) · General-purpose engine (Godot, Unity)
Publish where players already browse for small games rather than building your own store page. Keep the web build: a link people can click converts far better than a download.
Also worth knowing — not verified by this site
People now pay for the game. A bug that corrupts a save is a refund request, the store page is your storefront window, and cloud saves mean you hold player data.
The game moves to a paid store with its own build pipeline, achievements and cloud saves. Releases become versioned patches with notes, and every save format change needs a migration from the old format.
Δ New at this level
Shapes on the map: General-purpose engine (Godot, Unity)
Use the store's own services — cloud saves, achievements, payments — instead of running your own servers. The store already handles refunds, taxes and currencies.
Also worth knowing — not verified by this site
Players want to play with each other in real time, and once they compete, some of them will cheat. Latency, fairness and uptime become part of the game design.
An authoritative server owns the game state and clients only send inputs. Matchmaking groups players into rooms, and servers sit close to where players are. Client and server versions must match, so they deploy together.
Δ New at this level
Shapes on the map: Game + realtime server · Live service (servers, anti-cheat, live ops)
Start with the smallest realtime layer that works — one room per match on an edge platform — before dedicated game servers. The Turing Test on this site runs its matchmaking this way.
Every shape this can take. Most exist so you know what not to build yet.
Jam prototypes and small games anyone can play from a link
$0 · Low
△ You need 3D, heavy physics, or a store that sells downloadable games
Most indie games; 2D or 3D; export to desktop, web and consoles
$0 to start (check engine license) · Mid
△ Players need to play together in real time
Players meet each other live — the Turing Test's matchmaking shape
$5–100/mo · High
△ Cheating, many regions, or live events need a dedicated operations layer
Large player base, ongoing content, competitive play
$1000+/mo + a team · Extreme
△ This is the last floor. A solo developer reading this should build something small and finished first
One plain sentence and one metaphor each. Click any tool module for the same treatment.