Entry 002Tally
1 releasedPlayable
right now
1 in devBeing built
in the open
1 every ~2 wksThe shipping
cadence
Entry 003The games

What I've shipped

Full catalogue →
Hold to rise, release to fall, thread the gap.
One-button arcade · Browser / Mobile
Released
Game #2 — untitled
In the workshop. Concept locked, code in progress.
TBA · Browser
In development
Entry 004Play now

Spike Drift

Full page →

Hold to rise, release to fall, thread the gap.

Entry 005Why

I'm a terrible gamer. I die on tutorials and quit bosses a ten-year-old would clear.

But being bad at games taught me what actually matters: respecting the player's time. The games that kept me coming back were small, sharp, and honest about what they were.

So that's what I make. No microtransactions. No dark patterns. No 40-hour padding. Free to play in your browser, built in public, and shipped on a steady cadence.

The other thing worth being upfront about: I can't write code. Every game here is built with AI as my programmer — I design, test, and decide what ships; the AI writes the implementation. It's not a gimmick, it's the only reason a non-programmer can ship a game every couple of weeks.

A bad player who makes games turns out to be a feature, not a bug — I know exactly how little patience a game gets before someone bounces. The full story →

Entry 008Subscribe
Play Game #2 before anyone else —
Every new game 24h early, plus the two-paragraph story of how it got built. One email per game. Nothing else, ever.