- Create
Write a prompt and keep improving the game as you play.
- Publish
List it on Discover so players can find it and play.
- Earn
Top public games this week share the shard prize pool.
Get started
Fast uses a ready-made game in minutes; Deep writes a new game and can take about 10.
Forest fox platformer: arrows move, UP jump. Collect acorns, dodge thorns, reach the hollow tree.
Icy peak climb: slide on snow, jump between ledges. Grab crystals, plant the summit flag.
Nighttime candy kingdom platformer. Arrow keys run, UP jumps. Collect gumdrops, hop over licorice pits, bounce on jelly enemies, and unlock a sugar-gate portal.
A haunted watermill at dusk, side-view 16:9 camera that follows the player. Arrow keys run, UP jumps with coyote time; damp wood platforms, moss greens, spinning mill gears and a water-wheel that knocks you back. Collect 8 lanterns to light dark beams (HUD 0/8), bounce a chasing mill-hand once per hop, and carry three lit lanterns to the attic portal. Touching water drops you to the last checkpoint. Reach the attic before the 90-second dusk clock hits 0 for MILL WIN; timeout or 0 hearts is DARK. R rematches at the mill door.
Side-view clock tower 1920×1080, camera follows a copper fox with 3 hearts. Arrows or WASD: Left/Right run, Up/W jump (variable height if held), Down/S drop through one-way planks. Space is a short dash that ignores one hit if it starts i-frames. Five named floors (Foyer, Gears, Belfry, Attic, Spire) stacked with ladders and moving clock-hands as platforms; falling off a floor respawns on that floor’s landing with −1 heart. HUD shows hearts, 0/6 keys, and a 120-second climb clock. Brass keys sit on ledges; a locked gate on each floor needs 1 key. Touch the spire bell with all 6 keys before time dies for TOWER WIN; 0 hearts or 0 time is FALL. R rematches in the foyer.
WASD steampunk lab: W jump, SPACE melee. Collect scrap, dodge turrets, escape the chute.