How the arcade gets built
Build notes, design decisions, and live experiments â written as we go, by the team that writes the code.
Neon Breaker build notes: brick-breaker physics in one evening-sized file
How we built Neon Breaker: paddle-angle steering, choosing the bounce axis from overlap depth, combo multipliers, and a synthwave look done entirely in canvas.
Tile Fuse build notes: the mystery puzzle was a merge game all along
How we built Tile Fuse, our sliding merge puzzle: grid logic that resists edge-case bugs, DOM tiles versus canvas, animation timing, and honest swipe detection.
Why our games ship with no frameworks, no trackers, and no downloads
The engineering philosophy behind the arcade: vanilla JavaScript, single-file games, a first-party counter instead of analytics suites, and pages lighter than a photo.
We pointed a 1.2-million-follower Facebook page at one small browser game
Field notes from a live traffic experiment: sending posts from a large Facebook page to Sky Runner, measuring with a first-party counter, and what link truncation taught us.
Designing an arcade that doesn't look like every other arcade
The design system behind onesmallgame.com: a deep-navy base, terracotta and sky-blue accents, CSS-only clouds, and why every thumbnail is inline SVG.
Building Sky Runner: a canvas endless-flyer in plain JavaScript
How we built Sky Runner, our 90-second browser flying game â one canvas, one file, no engine â and what we learned about difficulty curves and touch controls.