the store

Play the engine.

many games, every one machine-verified before it shipped. Several are art-finished in the house woodblock style; the rest are honest engine slices — each one built to stress one capability end to end, playable in the browser and readable at the source. This is what “make a game with hayao” produces today.

flagship

Kintsugi — the flagship

The first real game, not a slice: a hand-authored, ability-gated, 30-room metroidvania in the woodblock style — machine-proven completable and softlock-free, with satisfying combat, multi-phase guardians, adaptive music, a plotted arc, and a map. Mend a shattered world with gold, seam by golden seam.

metroidvania · flagship

Kintsugi

30 rooms across 5 biomes, 5 traversal seams, 4 grief-hardened guardians. The world graph is solver-proven 100%-completable and softlock-free, and every room's geometry is proven to honour it. Arrows move · C strike · Tab for the Mended Map.

featured

Art-finished showcases

The art bar for the engine slices — code-as-art in the woodblock style, static and deterministic, out of the sim's hash.

Lanternway
scrolling traversal

Lanternway

A Camera2D + CameraController follow the bearer across a world far larger than the viewport — deadzone, edge-clamped, screen-pinned HUD. The smooth follow is cosmetic, so it never enters the hash.

Rootward
tower defense

Rootward

Three counter-typed towers on a sunlit S-lane, ten ramping waves over a hand-illustrated meadow — the winning build is proven, and arrow-spam is proven to lose to tanks.

Tarnholm
island town builder

Tarnholm

An island drawn as a printed sea chart — teal water, sand-rimmed land, little roofed buildings. Every roof scores by its neighbours, live under the cursor; skill nearly doubles random play.

Driftlight
atmospheric drift

Driftlight

A paper lantern drifts a night river to the dawn sea — gradient skies, soft glow, and parallax banks, all cosmetic so the lush view never touches the hash. The renderer's gradient/glow/parallax leap, shown off.

Fernrow
farming sim

Fernrow

A sunlit smallholding — tilled earthen furrows, a watered-blue sheen, crops that swell from sprout to ripe, and a straw-hatted farmer. Four seasons, energy-budgeted days; the festival goal is proven reachable and reinvestment proven to compound.

engine slice

Physics & motion

One deterministic rigid-body core — stacks, ropes, CCD, restitution — reused across four very different games.

demolition slingshot

Rookspire

Rigid-body castles (stacks, planks, ropes) razed by a CCD cannonball — every castle proven to fall within its stone budget by a siege bot.

pinball

Brasswick

A brass-and-felt table from the same physics world — kinematic flippers, bumper-bells, CCD-tight geometry proven ball-bound (0 escaped frames).

physics arcade

Pinshine

Swept-circle collision (no tunneling at any speed), restitution proven energy-honest, every board proven clearable by an aim-search bot.

top-down racing

Vellgrove Rally

Understeer at speed, grass that punishes, cut-proof laps — braking into corners proven faster than flooring it.

engine slice

Real-time action & AI

Fixed-step sims with hundreds of agents, character controllers, vision and lighting — each proven beatable by a scripted bot, not a promise.

precision platformer

Shard Ascent

Coyote time, jump buffering, dashes, corner correction, moving lifts. Every level is bot-proven beatable, deathless.

metroidvania

Sproutveil

Ability-gated exploration where every gate is machine-proven impassable without its ability — and the whole run bot-proven beatable.

horde survival

Emberwake

Auto-fire, level-up builds, 160+ enemies on the Canvas backend — the full night is bot-proven survivable and the sim steps in 0.02ms.

bullet hell

Duskveil

A pattern DSL, 480+ live bullets, grazing, focus mode — every phase proven survivable by a predictive dodge bot.

real-time strategy

Bramblefall

Flow-field pathfinding, 260+ units, a spear/cavalry/archer counter triangle — every counter edge is duel-proven and the war is bot-winnable.

stealth

Veilstep

Raycast vision cones, detection meters, noise, bushes — the full idol run is bot-proven doable with zero alarms, and the punishments proven real.

survival horror

Palewood

A raycast-lit lantern, panned growls in the dark, fuel pressure that forbids camping — the night proven survivable, the dark proven deadly.

action-adventure

Gleamvale

Sword arcs, hit-stop, telegraphed enemies, a key-locked vault — the full combat run is bot-proven winnable without dying.

engine slice

Puzzles & solver proofs

Pure Puzzle<State, Move> rules a search can exhaust — so every level ships with a machine proof it is winnable, and two reproduce human-ranked js13k winners.

box-pushing puzzle

Sokoban

The reference example: pure solver-provable logic + a scene-tree SVG view + undo. Every level is machine-verified winnable.

twisted-torus sokoban benchmark B1

Seamfold

Sokoban with no outside — seams that shift you sideways, every level proven to NEED the fold (unsolvable without it). Reproduces Edge Not Found, js13k 2020 #2.

tap puzzle benchmark B2

Gravewell

Collapse stars into black holes and sweep the debris in — every tap budget proven tight (par−1 is a proven loss). Reproduces Black Hole Square, js13k 2021 #9.

slide-and-merge puzzle

Emberfold

2048 as a solver-proven puzzle: no random spawns, just dealt embers and immovable stones that partition each slide. All 40 boards proven fusable to target, the minimum-slide par proven honest, the curve proven to ramp 2→11.

roguelike deckbuilder

Thornspire

Card DSL, telegraphed intents, drafts between fights — tuned to a proven 17/20 pilot win rate, with drafting proven to matter.

turn-based tactics

Vantage

Telegraphed attacks, push chains that rewrite the enemy's future — a perfect defence is machine-proven possible, and doing nothing proven fatal.

rhythm dungeon

Cadence Hollow

Move only on the pulse, foes dance in lockstep — the beat IS sim time, so even rhythm replays deterministically.

match-3

Glimmerfall

Cascade combos, spring-tweened choreography over an instant sim — 100 boards proven fair, targets proven reachable.

engine slice

Systems, simulation & netplay

Procgen fairness proofs, economy pacing curves, and deterministic multiplayer — the sim's purity is what makes each of these checkable.

traditional roguelike

Hollowdeep

Procgen floors proven connected across 50 seeds, raycast FOV with map memory, bump combat — every dungeon bot-proven winnable.

idle / incremental

Lumen Forge

DOM buttons flow through the deterministic input log; the whole pacing curve is simulation-verified.

narrative decisions

Emberreign

Four meters, double-edged cards, story arcs — judgement proven to matter (19/20 vs 0/20 reigns) and every doom proven honest.

2-player netplay duel

Fernclash

Sumo shoving on a fern ring — hot-seat or true lockstep netplay across tabs/machines, peers proven to agree bit-for-bit.

2-player co-op survival

Kinfall

A surviv.io duo on one keyboard: loot crates, orbit the horde, and haul your partner up before they bleed out as the storm ring closes. The pair-bot is proven to reach extraction and an idle pair proven to be wiped.

sandboxes

Poke the engine

Not games — single-mechanic labs. Each isolates one primitive with the knobs exposed, so you can see how a part behaves before you compose it into anything. This is the reference for “how do I use X?”; the games above are the reference for “how is a game structured.” Source: sandboxes/.

rigid bodies

Physics Lab

Drop bodies into a bin and watch the constraint solver stack them. Knobs: SPACE drop, X box/circle, ↑↓ gravity, R clear. The createRigidWorld primitive, alone.

particles

Particle Studio

A fountain of the PARTICLE_PRESETS; SPACE fires a big burst. Knobs: X cycles preset, ↑↓ count. Seeded, so the same run re-derives.

camera follow

Camera Lab

Drive a dot; a Camera2D + CameraController chases it through a deadzone, smoothed, edge-clamped. Knobs: arrows move, Z/X deadzone, C smoothing.

pathfinding

Pathfinding Demo

Paint walls and watch astarGrid re-solve instantly. Knobs: arrows move cursor, SPACE wall, X goal, Z diagonal, R clear. Fully deterministic.

tween & easing

Juice Lab

Every EASINGS curve plotted at once with a marker sweeping along it, so you can see each one's character. Knobs: ↑↓ sweep speed, Z pause.

procedural generation

Procgen Lab

Seeded cellular-automata caverns via generateCave; the same seed always re-derives the same cave. Knobs: SPACE re-roll, ↑↓ fill %, X smoothing passes.

procedural audio

Synth Lab

The zzfx-style synth (audio.playSpec) with the waveform plotted live. Knobs: SPACE play, ↑↓ pitch, X waveform, ←→ envelope. No sound files.