researches
Playable builds of game prototypes.
Colosseum Duel - iteration 5A tactical 1v1 gladiator duel against a bot. Unity, WebGL. HEXBand - prototype 0.21Turn-based hex tactics: paint territory, capture points of interest, attack by moving onto the enemy. Drag or tap controls (switch in the menu). Vs bot or hotseat. HTML/JS. HEXBand - iteration 2 (castles) 0.27Branch iteration2: each player has a castle whose defence grows with the realm and which strikes back; a destroyed warband regroups in it; only fully surrounded areas are taken. Win on territory after round 10 or by storming the enemy castle. HEXBand - iteration 3 (Overlord) 0.42Branch iteration3: an Overlord with a retinue of minions as his shield, sorties by minion type, pits and the road home, a camp to pick minion types and levels. Slay the enemy Overlord or hold more land after 12 rounds. TOADBREW - Alchemical Arena 1.0Tactical 1v1 vs bot: two mechanical frogs each, slingshot jumps across a breakable stone arena, three alchemical flasks on every frog, surface reactions and Link combos (Blast, Meteor, Shatter...). HTML/JS. TOADBREW - iteration 2 (3D arena) 2.15.1Branch iteration2, GDD v2: top-down perspective 3D arena with tall walls to bounce off, pan and zoom, frogs animated part by part, elixir tank colored by element, puddles, Drain Nodes, Reaction Charge, six reactions and six team traits. HTML/JS, Three.js. TOADBREW - iteration 3 (Wild Frog) 3.1Branch iteration3: a wild mechanical NPC frog caged on the central column breaks free in round 2 and roams the arena, acts first every round with the combo its eyes show; whoever slays it wins. HTML/JS, Three.js. TOADBREW - iteration 4 (Simple look) 4.1Branch iteration4, from iteration 2: simplified, more monolithic frogs and arena (flat fills with clean outlines, fewer tiny details), a stronger ally shove, visible knockback reactions, a puddle double jump for the last frog standing and one turn timer. HTML/JS, Three.js. TOADBREW - Relay Alchemy 3 (Quoridor3) 7.0Branch Quoridor3: brewing reactions. Each element has one action (fire burns, ice freezes, poison leaves a puddle, lightning pushes); land on another element and both fire on the cross around the cell; painted cells nearby pop in a chain; the same element stacks the cell up to level 3, three ice make a wall. The frog tank shows its charges in three sections. HTML/JS, Three.js. TOADBREW - Relay Alchemy 2 (Quoridor2) 6.2Branch Quoridor2: the same game with clearer rules and a faster tempo. Elixir is fuel: an empty frog stops until you fly it home, where it refuels at once. Element = verb, reaction = sum of two verbs; each frog gives a perk when you bounce off it; columns are walls only a relay jump clears; enemy threats and CHECK are shown; the first match teaches the game with contextual tips. HTML/JS, Three.js. TOADBREW - Relay Alchemy (Quoridor) 5.7Branch Quoridor, new GDD: 3 vs 3 frogs on a grid, land on the enemy Base Flask to win. Relay through your own frogs, charge on the base, a shared element sequence, recall, reactions that push, pull, freeze and launch, relay combos through your own frogs. HTML/JS, Three.js. Sea Duel - prototype (build f97a1f6)Turn-based duel of sailing ships against a bot: draw the course with your finger and the ship sails it with inertia and a turning radius; the cannons fire on their own once the enemy is in a broadside arc, and a bow-first hit means boarding. Wind, Full Sail, three cannonball types. Unity, WebGL. Sea Duel - iteration (fleet, GDD v0.7.1) build 0ec5a17Branch iteration, GDD v0.7.1: the four Armada classes - a kamikaze sloop, a boarding brig, a frigate with straight broadsides and a galleon lobbing far volleys - cost 2, 3, 4 and 6 of a 16-point fleet. Place three to five ships on any of five slots in an X or pick a preset (Onslaught, Broadside, Siege), then press PLAY on a sea half as big again. The sides take turns one ship at a time, fastest first, and courses follow any smoothed line you draw. The sloop's bow sets off a bomb on every enemy near it, the brig boards with its bow; course ghosts show where the guns can fire, and the aim draws every gun's line or lob. Sink the enemy fleet, or keep more shield after five rounds. Unity, WebGL.