Commit
Ninety seconds. Every bit you pick up is worth more than the last, and every bit you hold pulls another fault after you. None of it counts until you get it back across the line. We build games for clients, so it seemed fair to leave one here you can play.
A small game, built properly
It's a toy, but it's a real one — and it's the closest thing to a portfolio piece you can try without downloading anything.
The difficulty is your own greed
Nothing here gets harder on a timer. The faults hunting you are a direct function of how much you are carrying, so a cautious player has a calm game and a greedy one has a frantic one. That is the only difficulty curve we wrote; the player writes the rest of it.
Original, deliberately
No maze, no lives, no reskinned arcade classic. Game rules are not copyrightable but a game's look and feel is, and cloning a famous game onto a company website is the most common way a small studio collects a takedown notice. So we designed our own instead.
No engine, no dependencies
Canvas 2D, a fixed-timestep loop, and a pooled particle system that never allocates mid-frame. The rules live in their own module with unit tests, so the game logic is verified without a browser. It pauses when the tab is hidden or the board scrolls out of view.
If you have a game you wish existed — a prototype, a progression system, something with a leaderboard — that's a service we sell, and this is the sort of care we bring to it.