Tower Onslaught started with the game that put tower defense in the browser — Desktop Tower Defense. What we kept, what we changed, and why the path replaced the maze.
One goal: a silly, physics-driven toy-car racer that's fun whether you came for clean racing lines or glorious tabletop chaos. Here's how one game serves both.
Design notes on Geometry Survivor — what we borrowed from Vampire Survivors and Brotato, why movement is the only input, and the strategies that actually work.
How Crawl of the Forsaken was built — Fate's cozy dungeon loop meets Lufia II's Ancient Cave, with every monster modeled procedurally in code so the whole crawler streams into a browser tab.
How Siege of Ages was designed — HoMM3's army-building itch crossed with idle-game pacing, seven historical ages, GPT-generated art, and Claude-written code.
The five-minute time-killer turned into a slot machine. Here's why I built a free, mobile-friendly browser-game site with no paywalls and no video ads.