A shelf of browser games I designed and specified, with Claude doing the implementation work. Each one is a single self-contained page: open it, play it, close the tab and it is gone. All six are MIT licensed.
| netname | MARKVD-NET-GAMES |
| descr | Browser games, single file, entirely client side |
| titles | 6 |
| format | One self-contained HTML file each, no build step |
| runtime | Any modern browser, desktop or mobile |
| storage | None. Score and state are session-only |
| design | Mark (K9MEV) |
| built-with | Claude, Anthropic |
| license | MIT |
| status | ACTIVE |
| mnt-by | MARKVD-NET |
Every game here started as a written spec rather than a one-line prompt. I picked the era and the reference, then wrote out the rules: what the graphics should look like, how the difficulty should ramp, what the sound should be, and which parts had to stay original to my version instead of borrowing from the game that inspired it. Claude turned each spec into working code, and then took my playtest notes and bug reports through as many rounds as it took to get them right.
The technical constraints were the same for all six, and they are the reason these load instantly and will still work in ten years:
GLOWTUBE-7
A text adventure set in the sublevels of a building where the cable runs go a great deal further down than the floor plan admits. Twenty six rooms, ten artifacts to recover, and a PDP-11/70 front panel you have to cold start by hand at address 173700 before anything below B7 will cooperate.
Play by typing or by clicking, whichever you prefer. A perfect run is 350 points and takes most people about an hour.
| file | colossal-cable-adventure.html |
| lineage | Colossal Cave Adventure, 1976 |
| display | ASCII art on a GLOWTUBE-7 terminal |
| rooms | 26, surface offices down to the Cable Caves |
| artifacts | 10 . max score 350 |
| controls | Typed commands, or click the command pad |
ROUND 3
Five shells a round, birds that get quicker every time you clear one, and a hunting partner with no sense of tact. Miss, and he pops out from behind the nearest bush to say something encouraging about your aim before ducking back down.
Rounds keep escalating until you have missed five times. Scenery rotates between an open field, the shore of a lake, and a boat out on the water.
| file | bird-hunt.html |
| lineage | Duck Hunt, 1984 |
| graphics | 6502-era console, original sprites |
| controls | Mouse or touch |
| ammo | 5 shells per round |
| ends | After five missed birds |
PALM STRIP
You are driving the MVD-88 SUNWEDGE against a countdown clock across eight courses: PALM STRIP, TIMBER PASS, NEON GRID, RED MESA RUN, SPEEDWAY 500, MIRAGE FLATS, THUNDER RIDGE, and AURORA COAST. Clear a CHRONO GATE to buy more time. Clip a tree and lose two seconds you did not have to spare.
Scenery and time of day change every round, traffic gets meaner as you go, and three chiptunes ride along: CRUISE CONTROL, REDLINE FEVER, and MIDNIGHT MIRAGE.
| file | sunstrip-turbo.html |
| lineage | Rad Racer, 1987 |
| car | MVD-88 SUNWEDGE |
| courses | 8, progressively harder |
| audio | 3 chiptunes plus 8-bit engine effects |
| controls | Keyboard or touch |
DIRECT HIT
Turn-based artillery on a landscape that is never the same twice. Choose an angle, choose a power, allow for the wind, and try to put a shell on the other tank before it puts one on you. The terrain is generated fresh for every match.
The weapons and the tank designs are original to this version, and the computer opponent is perfectly willing to take the shot you just wasted.
| file | dirtnought.html |
| lineage | Scorched Earth, 1991 |
| graphics | 386-era VGA |
| players | One human against the machine |
| terrain | Procedural, new every match |
| controls | Keyboard or touch |
ROUND 4
A BBS door game that never actually existed. Declare yourself King or Queen, take a name, and face a rival crown whose monarchs and strategy are generated fresh for every game. Between rounds the Herald reads out where things stand.
All ANSI block art and 8-bit sound, with animated cut scenes for the opening, the turns, and whichever ending you earn. The opponent plays differently every time, but the crown is always winnable.
| file | crownstone.html |
| lineage | Castle vs Castle, BBS door era |
| graphics | ANSI art with animated cut scenes |
| audio | 8-bit effects |
| opponent | Randomized strategy, always beatable |
| controls | Keyboard or click |
SCORE 0014
A chicken who would frankly rather be sitting down. Tap to flap, thread the gaps, and watch the run end in a very 1995 way. The obstacle course is generated fresh each time, so there is no pattern to memorize.
Built to look like it came off a Pentium 75 running Windows 95, beveled edges and all, right down to the title bar it insists on drawing around itself.
| file | tired-chicken.html |
| lineage | Flappy Bird, 2013 |
| graphics | Windows 95 on a Pentium 75 |
| controls | Click, space, or tap |
| obstacles | Procedural, original shapes |
| scoring | Session only, no leaderboard |
All six games on this page are released under the MIT license. Take them, read them, fork them, learn from them, ship them in something of your own. The only thing asked in return is that the copyright notice and this permission notice ride along with the code.
Each game also carries the same license inside its own file, so a copy stays licensed even after it has been saved, emailed, or dragged onto a thumb drive.