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Announcing Limn Engine — A Lightweight 2D Game Framework for the Browser
Announcing Limn Engine I'm excited to launch Limn Engine — a lightweight, zero-dependency HTML5 Canvas game framework for the browser. No npm install. No build step. No bloated dependency tree. Drop in a single script and start making 2D games. The Core Idea: Display + Component Limn Engine is built around two classes that cover 90% of what you need in a 2D game: Display — The Game Shell A singleton Display class that manages the canvas, runs the game loop, handles keyboard and mouse input, controls the camera, and manages scenes. Setting up a game is a one-liner: const display = new Display (); display . start ( 800 , 600 ); Let me try creating it step by step . Component — Every Object in Your Game A unified Component class that combines position, size, color/image, velocity, physics, and collision detection. No separate "Sprite" and "Body" classes — one object does it all. const player = new Component ( 40 , 40 , " blue " , 100 , 100 ); Components support three modes: Rectangle — solid color shapes for rapid prototyping Image — loaded from spritesheets or single image files Text — the Tctxt subclass for text elements with backgrounds, padding, and alignment Key Features Dual-Canvas High-Performance Rendering Call display.perform() to activate dual-canvas mode. Static backgrounds and tilemaps are drawn once to an offscreen buffer, then composited as a single drawImage() call per frame. This dramatically reduces draw calls and improves frame rates for complex scenes. display . perform (); display . start ( 800 , 600 ); Tilemap Levels Define game worlds as 2D arrays and initialize the tilemap engine with one call. Supports dynamic tile placement during gameplay — great for destructible environments and breakable blocks. display . map = [ [ 1 , 1 , 1 , 1 , 1 ], [ 1 , 0 , 0 , 0 , 1 ], [ 1 , 0 , 9 , 0 , 1 ], [ 1 , 0 , 0 , 0 , 1 ], [ 1 , 1 , 1 , 1 , 1 ] ]; display . tileMap (); Sprite & AnimatedSprite Load horizontal spritesheets and define named animation clips (idle,
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Bletchley — A Codebreaker Game About Winning the War and Losing the Man
This is a submission for the June Solstice Game Jam What I Built Bletchley is a web codebreaking game set at Bletchley Park, 1939–1945. You play as an anonymous codebreaker in Hut 6. Your job: decrypt intercepted Enigma messages by adjusting mechanical rotors before time runs out. The game spans 4 levels across two cipher types — Caesar and rotor permutation. Early levels introduce the mechanics with a single rotor and generous time. By level 4, you're working with three rotors (two already solved by your colleagues), 90 seconds on the clock, and a hint you have to earn by clicking. The hint system mirrors a real codebreaking technique: cribs — words known to appear in the plaintext. Players use them as anchors, sweeping the rotor until the word surfaces in the decrypted output. That's exactly how Turing's team worked. Between each level, the screen goes quiet and a narrative fragment appears. No UI, no score — just text. Together they tell Alan Turing's story in chronological order: his arrival at Bletchley in 1939, breaking Naval Enigma in 1941, the classified silence after the war, and then 1952. The game doesn't end on victory. That's intentional. Theme connection: The game honors Turing on two registers — the mechanics recreate the known-plaintext attack his team developed, and the narrative tells his full story, including the parts history preferred to forget. June is also Pride Month. That's not incidental. Video Demo Note on the video: Due to a dental procedure, I wasn't able to record a voiceover. The narration was AI-generated. The gameplay, code, and everything else in the demo are entirely my own work. Code cristianrubioa / bletchley Web codebreaking game inspired by Alan Turing and the Enigma machine bletchley — A Turing Tribute Codebreaking game · June Solstice Game Jam 2026 · Best Ode to Alan Turing You are a codebreaker at Bletchley Park. Decrypt intercepted messages by adjusting Enigma rotors before time runs out. 4 levels · 2 cipher types · histori
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🌈 Pride Trivia & Alan Turing Edition — A SwiftUI Game for June Solstice Game Jam
Hey DEV community! 👋 I'm Gamya, an iOS developer and new here on DEV. So excited to be part of my...
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Celebrate June rituals with Solstice Bingo!
This is a submission for the June Solstice Game Jam Before we dive into technicalities, let me make...
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How I Built a Treasure-Run Game Where Australia Saves the Sun
This is a submission for the June Solstice Game Jam What I Built For this game jam, I...
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Flutter Midsommer Madnesss
This is a submission for the June Solstice Game Jam When you have a hammer- everything is a nail! This installment brings a Flutter build to Midsommer Madness via Antigravity. A complete Android APK is built with Flutter and some Joystick bugs are fixed! What I Built When it comes to Summar Solstace - the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it on the GO! Midsommer Madness now in as an Android APK! Code GitHub repo is here: https://github.com/xbill9/midsommer-flutter xbill9 / midsommer-flutter Midsommer Madness game in Flutter / Web view Midsommer Madness 🇸🇪 Midsommer Madness is a Swedish-themed action retro arcade game inspired by Redneck Rampage and the Swedish Midsummer holiday. Help Sven race against the solar timer to reach the Maypole ( midsommarstång ) before sundown! If you fail, the solstice is lost, you trigger a meltdown, and you are sacrificed to the Wicker Man. 📸 Screen Gallery Title Screen Game Over Screen Victory Screen 🎮 Level Sequence The game features ten distinct thematic levels: IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you. Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles. Lördagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles. The Swedish Pub: Sing along with Frank Zappa fans singing "Bobby Brown" (shouting and firing glowing letters B , O , B , B , Y ). Volvo Highway: A survival lane-crossing level where… View on GitHub My Lingonberries are ripening- get to work! Appreciating Procedural Creation Midsommer Madness is a Swedish-themed retro action-arcade game built as a hybrid mobile/web application. The codebase combines a Flutter wrapper (serving as the native shell) with a Vanilla Web App (implementing the core game loop, vis
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Claude Fable 5 me permitiu criar GTA em apenas um prompt.
Claude Fable 5 me permitiu criar um "GTA" em apenas um prompt. Prompt: "Crie um jogo, Tiny GTA 3D." A própria Anthropic afirma que o Fable 5 é seu modelo mais poderoso já lançado ao público, com avanços significativos em engenharia de software, pesquisa científica, visão computacional e execução autônoma de tarefas complexas. Em testes iniciais, empresas relataram que o modelo foi capaz de comprimir meses de trabalho de engenharia em poucos dias. Cidade 3D aberta com 64 quarteirões, prédios, parques e oceano Dirija, roube carros e fuja da polícia Sistema de procurado com 5 estrelas, viaturas e helicóptero te perseguem 42 pedestres vivos que fogem, voam e morrem 16 missões de entrega com histórias de corrupção brasileira Áudio sintetizado: motor, sirene, buzina e cantada de pneu Recorde salvo no navegador Jogue aqui: https://andredarcie.github.io/tiny-gta/
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How we built AIventure, an AI-Powered Retro Dungeon
Grab a refreshing slice of cold watermelon (because it’s summer in Tokyo and I love it!), and let me...
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🎮 Turing's Frequency — A Rhythm Game Where You Decrypt the Voices of History
🏆 This is a submission for the June Solstice Game Jam 🎯 What I Built Turing's Frequency is a browser-based rhythm game where you decrypt encrypted radio signals by listening to musical patterns and recreating them. Each signal carries a message from a historical figure who changed the world — voices that were silenced, ignored, or forgotten, now restored through your rhythm. 🎮 👉 PLAY THE GAME LIVE 👈 📖 The Story The game is set in 1954 , on the desk of Alan Turing at the University of Manchester. A radio crackles with fragmented transmissions — encrypted messages carrying words of Pride , resistance , and identity . You are a student who has found Turing's last notebook, and with it, the key to decrypting these signals. 🌅 The connection to the June solstice: As you decrypt each signal, the screen literally brightens — from near-darkness to a flood of golden light. The solstice is the moment light and dark trade places, and this game makes that transition tangible. 🎬 Video Demo 👆 Watch the full gameplay loop: title → story → rhythm gameplay → decrypted messages → victory screen with solstice light effect. 🕹️ How to Play Key Action 1 2 3 4 Play notes ↑ ↓ ← → Arrow keys (alternative) Space / Enter Advance screens 🎧 Listen to the signal pattern 🎹 Repeat the notes in order 🔓 Decrypt the message 🌅 Restore the voice 💻 The Code The entire game is a single HTML file (~32KB) with zero external dependencies . No frameworks, no libraries, no asset files — just HTML, CSS, and vanilla JavaScript. mamoor123 / turings-frequency Turing's Frequency - A Rhythm of Light. June Solstice Game Jam 2026 entry. ⚡ Key Technical Decisions 🔊 Web Audio API for all sound: Every tone is synthesized in real-time using oscillators. The game uses a pentatonic scale (C4, E4, G4, C5) so every combination of notes sounds pleasant. No audio files needed. function playTone ( freq , duration = 0.3 , type = ' sine ' , volume = 0.3 ) { const osc = audioCtx . createOscillator (); const gain = audioCtx . create
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IMITATION: The Turing Test, From the Inside
This is a submission for the June Solstice Game Jam. What I Built IMITATION is a browser...
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☀ Solstice Cipher: Write Code, Break Ciphers, Restore Daylight
This is a submission for the June Solstice Game Jam Solstice Cipher is a browser puzzle game where...
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SOLSTICE — The Longest Day: a platformer where light is your only resource
This is a submission for the June Solstice Game Jam What I Built SOLSTICE — The Longest...
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I built a word puzzle RPG where you swipe letters to attack enemies — 2+ years solo, now live on Android
I just launched Kotobato on Google Play after about two and a half years of solo development. It's a word puzzle RPG — you swipe connected letters on a board to form words, and those words become attacks. Longer words deal more damage. Rarer words hit harder. I want to share what I built, why I built it this way, and what surprised me most during development. The core mechanic The board is a grid of letters. You swipe a path through connected letters to form a word. When you submit the word, it becomes an attack against the enemy. The twist: word length isn't the only thing that matters . The game has six elemental types — Animal, Nature, Knowledge, Food, Life, and Fantasy — and each word is categorized into one of these elements. Enemies have elemental weaknesses, so the right word beats a long word if you're hitting a weakness. This created an interesting design problem. In most word games, you're just maximizing point value. In Kotobato, you're making tactical choices: do I use a short word that hits a weakness, or a long word that deals raw damage? Why hiragana and English both work The game runs in both Japanese (hiragana) and English. This wasn't a late addition — it was part of the original design. Japanese hiragana is a syllabic script with 46 base characters. Because each character represents a whole syllable rather than a single phoneme, even short hiragana words feel phonetically "weighty." A 4-character hiragana word might correspond to an 8-letter English word in spoken syllables. This means the game feels different in each language — not just translated, but genuinely different. Japanese mode rewards knowledge of vocabulary that uses phonetically distinctive combinations. English mode rewards knowledge of unusual high-value words (think quixotic , ephemeral ). What I actually built 100-floor tower with escalating bosses, including historical Japanese figures like Oda Nobunaga and Toyotomi Hideyoshi Gacha character system — collectible characters with d
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Crack the Code Before the Sun Sets — My June Solstice Game Jam Entry
This is a submission for the June Solstice Game Jam What I Built Solstice Cipher: Enigma of the Longest Day is a browser-based puzzle game built around the Caesar cipher — the same substitution cipher technique used in ancient cryptography. On the theme of the June Solstice, I tied the longest day of the year to an Enigma Machine-inspired challenge: decode encrypted messages before time runs out, with the difficulty scaling as the sun climbs higher. The game features a real-time animated sky that shifts through dawn, noon, and dusk to reflect the solstice theme. Players are given a cipher shift key and must decode encrypted phrases by working through the Caesar cipher manually or by reasoning out the pattern — no brute-force tools allowed in-game. This connects to the June Solstice theme because the game is literally set on the longest day: the puzzles grow harder as the day progresses, and the sky animation mirrors real solstice light from sunrise to sunset. Video Demo Play it here: gtxpoffic-developer.github.io Code GTXPOFFIC-developer / Solstice-Chiper-Enigma-of-the-Longest-Day This is a Enigma based June Solstice game feel free to include your own code or tinker this project just mention the orignal developers name pls Solstice Cipher — Enigma of the Longest Day A browser-based Enigma machine puzzle game set on the June solstice. Decode (or encode) encrypted transmissions before the daylight runs out. Built By Sudipto — Original developer Feel free to fork, tinker, and include this in your own projects. Just mention the original developer's name. How to Play Objective Configure the Enigma machine correctly to decode each level's ciphertext (or encode the plaintext) before the sun sets. Each wrong guess costs 45 minutes of daylight; correct guesses pause the timer for 30 seconds. Controls Control What it does Rotor dropdowns Select which 3 rotors (I–V) are used ▲ / ▼ buttons Adjust each rotor's starting position Plugboard Drag from one letter to another to connec
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Chrono Shift: Time Weaver - A Time-Bending Platformer Built with AI
What I Built I'm thrilled to present Chrono Shift: Time Weaver – a time-bending puzzle platformer that challenges players to manipulate time itself to overcome obstacles and solve environmental puzzles. The Concept Imagine being able to see two versions of the same level simultaneously – the past and the present. In Chrono Shift, you don't just play through a level once; you play through it twice, switching between timelines to create pathways that wouldn't exist in either timeline alone. A bridge that collapsed in the present might be intact in the past. A door that's locked now might be open in the past. By strategically shifting between eras, you create a path forward that exists only through your mastery of time. What Makes It Special Dual-Timeline Mechanics : Switch between past and present with the press of a button, watching as the world transforms around you 10 Unique Levels : Each level introduces new mechanics and challenges, gradually building your time-weaving skills Pixel Art Beauty : Vibrant, hand-crafted pixel art with parallax scrolling backgrounds that bring each era to life Collectible Time Crystals : Find hidden crystals in each level to unlock challenges and achievements Responsive Controls : Smooth platforming with jump, dash, and time-shift abilities that feel tight and satisfying Ambient Soundtrack : Era-reactive music that shifts with your timeline changes, immersing you deeper in the experience Mobile-Friendly : Touch controls mean you can weave time on any device The Journey This game was born from a simple question: what if platformers could teach us about perspective? By forcing players to see the same space from two different temporal viewpoints, Chrono Shift becomes more than just a game – it's a meditation on how our choices in the past shape our present, and how understanding both can unlock possibilities we never saw before. Play it here: https://lovable.dev/projects/bcaa0de3-f14c-4bad-9616-405c896d19bc Video Demo While there's no vi
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Hey guys, it's Ontor. I'm a game developer as well as a mobile app developer, currently exploring places to connect
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Unity vs Godot vs Unreal for Beginners (2026): Which Engine Should You Start With?
If you have never written a line of game code and you are trying to choose between Unity, Godot, and Unreal, the internet will give you fifty contradictory answers in your first hour of searching. This article is the answer we give to people who ask us in person. We are a Unity-specialist studio. I have spent 12 years building games, including a tenure as Mobile Team on RuneScape Mobile at Jagex. Over that time I have mentored a steady stream of new developers entering the industry. We picked Unity for our commercial work, deliberately, and we will say upfront where that lens does and does not serve you. The advice below is what I would tell a friend's teenager who asked which engine to learn first, not the version where I am trying to win you as a client. Three things drive whether a beginner finishes their first game or quietly abandons it: the engine's first-week friction, the quality of the free learning material, and whether the language and tools punish you or reward you when you make a mistake. Comparison articles obsess over feature lists. Beginners obsess over whether they can get something on screen by Saturday. We are going to talk about Saturday. The 30-Second Answer If you skim nothing else, take this: Pick Godot if you want the gentlest first week. The editor is small, the language reads like Python, and you can ship a 2D game to the web in a single afternoon. Best chance of you actually finishing a project. Pick Unity if you want a future career in the games industry. Largest tutorial library, biggest job market, most transferable skills. C# is harder than GDScript but every hour you spend on it pays back in the long run. Pick Unreal if you have always wanted to make games specifically because of the visuals. Blueprints let you avoid C++ at the start, the rendering looks beautiful from day one, and the long learning curve has the highest payoff if you commit. For the rest of the article, we will explain why each of those is true, where the engines gen
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Godot AI? Here is the solution: What is Golem-AI?
Enlace a post en Español Click If you are developing games in Godot and using AI to help you code, you are probably tired of constantly switching tabs between your editor and the browser. Copying code, pasting it, explaining your scene context over and over again... it is a massive workflow killer. To solve this, I built Golem-AI (named after the Godot Engine logo because let's face it, it looks like a tiny, friendly mechanical golem). It is a "Cursor-style" AI assistant extension integrated directly into a dock right inside your Godot 4.2+ editor. Today, I am opening the repository to the community as a completely open-source project. It is currently in Beta and has some bugs, but it is fully functional, and I want to share it so we can improve it together. / ____/___ / /__ ____ ___ / | / _/ / / __/ __ \/ / _ \/ __ `__ \______/ /| | / / / /_/ / /_/ / / __/ / / / / /_____/ ___ |_/ / \____/\____/_/\___/_/ /_/ /_/ /_/ |_/___/ 🎮 How it Looks Inside the Editor Here is a glimpse of the integrated dock interface, its session history, and the context autocomplete system in action: 🔥 Key Features 🦙 Local & Cloud Providers: Connect it to Ollama or LM Studio for a 100% free, offline local workflow, or hook it up to OpenAI, Anthropic, Gemini, or Cursor proxies. 🧠 Cursor-Style UX & Context (@ Mentions): Type @ in the chat composer to automatically attach open scenes, specific project files, or custom skills directly into the prompt. 🛠️ Editor Tool Calling: It features an optional multi-step verification loop. The AI can actually interact with native Godot editor tools to help you iterate and fix things faster. 📚 Markdown Skills System: Feed the assistant specific workflows, style guides, or documentation using standard markdown files (/skill or @skill :id). 💬 Advanced Chat UI: Built-in "thinking blocks", agent step progress tracking, searchable history sessions, and a native bilingual UI (English / Spanish). 🛠️ The Current State: "It works, but..." (Looking for Beta Testers!) L
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How I built a lightning-fast Game Sens Converter in Vanilla JS
As a developer who frequently switches between competitive FPS titles like CS2 and Valorant, re-tuning mouse sensitivity is always a hassle. I wanted a fast, ad-free tool to translate my aim perfectly across titles, so I built a clean Game Sens Converter . The Approach I built this using 100% Vanilla JS. It’s a simple utility, so there was absolutely no need for a backend or heavy frameworks. It loads instantly and calculates right in the browser. Here is a quick look at the core logic handling the sensitivity conversion multipliers: function convertSensitivity ( gameFrom , gameTo , currentSens ) { // Standardized multipliers relative to CS2 / Source engine const multipliers = { ' cs2 ' : 1 , ' valorant ' : 3.181818 , ' overwatch ' : 0.3 , ' apex ' : 1 }; if ( ! multipliers [ gameFrom ] || ! multipliers [ gameTo ]) return null ; // Convert to base (CS2), then to the target game const baseSens = currentSens * multipliers [ gameFrom ]; const convertedSens = baseSens / multipliers [ gameTo ]; return convertedSens . toFixed ( 3 ); } Try it out You can use the live tool for free here: Game Sens Converter Let me know what your main game is or if you'd add any other FPS titles to the list in the comments!
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I built/played with two language tools and it changed how I think about “learning vs translating”
I didn’t expect to care this much about language tools. I started messing around with two different projects, Linguaboard and Parley , mostly out of curiosity. What I got was a surprisingly clear look at two very different ways we interact with language as developers and builders. Linguaboard: translation as exploration, not just output Linguaboard isn’t trying to give you the translation. Instead, it feels more like it’s saying: “Here are several valid ways this could be expressed, pick what fits your intent.” That shift is subtle but important. Most translation tools optimize for a single “correct” answer. Linguaboard leans into ambiguity in a way that actually helps you understand nuance instead of hiding it. I found myself thinking less like: “What does this mean?” and more like: “How should this sound in context?” Parley: learning through interaction, not memorization Parley takes a completely different angle. Instead of treating language as something to decode, it treats it as something to use. You’re not just passively consuming translations, you’re engaging with patterns, context, and recall in a more active loop. What stood out to me is how quickly it shifts you out of “study mode” and into “usage mode.” It feels closer to building intuition than studying rules. The interesting contrast What I didn’t expect is how well these two complement each other: Linguaboard → helps you understand nuance and meaning Parley → helps you internalize and use language One is about interpretation, the other about retention through interaction. Put together, they highlight something a lot of dev tools miss: Language work isn’t one problem. It’s at least two: understanding, and using. Why this matters (especially for devs) If you’re building anything with multilingual UX, AI translation, or global audiences, you’ve probably hit this wall: Translation APIs give you “correct” text But correctness ≠ clarity, tone, or intent These tools made that gap feel very obvious to me. And o