Player orientation · design audit
Game Field Guide
A visual map of the seven browser-game experiments: what each one asks of the player,
how a run unfolds, what already works well, and where the experience needs another pass.
Strong foundation
Most valuable improvement
Primary interaction
01Arcade campaign
Brick Breaker
■■■■■■
■■■■■■●+
Clear a ten-level brick campaign, protect the ball, and use drops to build score and survivability.
Move paddle→Break bricks→Catch power-ups→Beat bosses
Mouse / touch or A–D / arrowsSpace or click launches
Works
Real campaign structure, combos, seven power-ups, boss encounters, local best score, pause, and touch controls create a complete arcade loop.
Needs attention
The debug-level selector and large HUD compete with play. Power-up effects are not introduced before they matter.
Best next step: replace the visible debug picker with a hidden developer mode and add a first-drop tooltip.
Play Brick Breaker →
02Strategy defense
Path Guardians TD
›
Place tower classes around the route, survive fifteen waves, then adapt upgrades to enemy behaviour.
Choose tower→Place off-road→Start wave→Upgrade & react
Pointer / touch placementFive tower classes · two maps
Works
It has meaningful tactical breadth: difficulty modes, map routes, tower progression, enemy archetypes, speed controls, seeded runs, and active abilities.
Needs attention
New players face many controls, statistics, and tower choices before learning a first placement. The standalone and mobile editions duplicate the same game logic.
Best next step: add a three-wave guided opening and consolidate the standalone variants around one shared implementation.
Play Path Guardians TD →
◎↖30s
Hit the target as it relocates. Build the highest score before the thirty-second round ends.
Start round→Spot target→Click→Beat best score
Pointer / tap30-second rounds
Works
The rules are immediately legible, every target is a real button, and the persistent best score makes repeat attempts frictionless.
Needs attention
It is a single fixed challenge: no speed curve, target variety, accuracy measure, or keyboard alternative. The reset-best button is easy to trigger by mistake.
Best next step: add selectable difficulty, hit accuracy, and a protected score-reset confirmation.
Play Target Rush →
04Memory sequence
Cipher Memory
ABCD1 · 2 · 3 · …
Watch the flashing four-symbol cipher and replay it perfectly through ten levels.
Watch sequence→Recall order→Repeat symbols→Extend sequence
Pointer / tapFixed goal: level 10
Works
The locked playback state prevents accidental input, the visual feedback is clear, and the completion target gives the small game a real ending.
Needs attention
Only four letters and one fixed pacing limit replay value. A wrong answer resets the whole sequence without a gentle practice option.
Best next step: add adaptive sequence speed, optional audio cues, and a casual checkpoint mode.
Play Cipher Memory →
05Side-scrolling platformer
Pixel Platformer
▣●
Collect coins, avoid hazards, use jump and dash timing, and progress across authored platforming levels.
Move & jump→Collect→Dash past hazards→Reach exit
Arrows / A–D · jump · dashTouch controls · level editor
Works
This is the most feature-rich conventional game: pixel assets, lives, coins, timing, audio controls, touch buttons, multi-level support, and a sharable visual editor.
Needs attention
Play and level-authoring tools share one surface, making the first session visually busy. Asset loading is a visible dependency before a run can start.
Best next step: move the editor behind a separate “Create” mode and show a concise first-run control card.
Play Pixel Platformer →
06Endless hover runner
Neon Rift Rally
◆◇
Thread a hovercraft through hazards, jump for high gates, manage energy, and grow a near-miss score multiplier.
Steer lanes→Avoid hazards→Collect gates→Push sectors
Arrows / A–D · Space / ShiftModes · seeded daily runs
Works
Its moment-to-moment system is strong: modes, themes, sectors, integrity, energy, pickups, near-miss multipliers, local bests, and touch controls reinforce the same movement skill.
Needs attention
The HUD and legend explain a lot at once. The endless structure makes a good run legible, but not a clear finish line for new players.
Best next step: add a short onboarding sector and an explicit milestone goal before opening endless play.
Play Neon Rift Rally →
07Physics construction
Sketch Rig Challenge
╲╱
╱╲→▰◉◉finish
Draw a silhouette or assemble parts, analyse the rig, then test whether its physical form can cross each course.
Draw / place parts→Analyse→Run physics→Iterate design
Pointer drawing / drag partsFive courses · debug fixtures
Works
It is the most distinctive experiment: player-created bodies, material-like stats, terrain-specific hints, multiple part types, retry loops, and regression fixtures support genuine design iteration.
Needs attention
The interaction model is demanding before the player sees a successful rig. Debug and calibration tools are valuable for development but make the game feel technically heavy.
Best next step: start with three playable example rigs and reveal advanced construction and debug controls only after a first run.
Play Sketch Rig Challenge →