Build a branching conversation in your browser — nodes, choices, flags, procedural portraits — then play it and export it as JSON.
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Updated
Oct 12, 2026 - HTML
Build a branching conversation in your browser — nodes, choices, flags, procedural portraits — then play it and export it as JSON.
mirror-builds canary — proves the hub→repo mirror end to end; delete after
Haggle an RPG market from a small purse to a gold target — prices swing with supply, and every trade is a negotiation.
A seeded dungeon you walk through in the dark — rooms and corridors grow from one number, and the map lights up only where you have been.
A tiny turn-based combat arena — read the turn order, pick a target, and attack into the element it fears.
The save system a 2D RPG needs: named slots, snapshots, and a corruption guard that refuses a bad save instead of loading garbage.
A quest log you can watch think — fire world events and chained objectives advance, quests complete, and the quests that waited on them unlock.
A duel fought entirely in words — read the foe's tell, pick your counter, and answer in type.
Three enemy minds share one arena, and you can tell them apart by how they hunt you — the aggressor charges, the coward darts and bolts, the pack circles and strikes together.
A single hand-inked scene and one choice that decides how it ends — a tiny illustrated vignette drawn entirely in SVG line art.
A drag-and-drop RPG pocket inventory — move items on a grid, equip them into typed slots, and watch your stats change.
Walk a top-down overworld larger than the screen — a camera follows you, terrain blocks you, and crossing from meadow to open sands to a stone pass is announced. Loads maps made in tile-forge.
An interactive atlas of a 2D role-playing game, built from thirteen small demos — one for each subsystem, laid out the way they fit together.
Paint a tilemap in your browser, then export it as JSON — a small, keyboard-and-touch editor for the grids RPGs are built on.
A village where everyone has somewhere to be — watch the day run on its own clock, then reach in and stop someone mid-errand.
A short 2D role-playing game built one increment per day. Arrive in a valley at dusk where the heart-fire is going out: walk the hand-drawn overworld and talk to the people who stayed, whose branching dialogue sets the quest to relight the Ember.
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