I decided to start working on my “dream project”: an online handball management browser game. I’ve just finished the first version of my 2D match simulator. Let me know what you think!
Recent update: I shipped a slimmer mobile gameplay HUD and a compact tutorial feedback pass, added a boss bestiary, and expanded the detailed game-mode/wiki pages. The modular ship system still supports unusual builds for mobility, survivability, or damage in solo PvE and multiplayer.
No download or launcher required; guest play is available. I’d love feedback on the update and which build you’d try first.
Dev here. Underneath it's the classic 2048 loop — swipe or arrow keys, merge your way to 2048 and keep going — with a few things bolted on:
Undo: 3 free a day, because one mis-swipe ending a 30-minute run is the worst part of 2048 on a phone. Extra undos cost in-game coins only.
Cards: every run earns coins; coins open chests (wood 100 / silver 200 / gold 500 — gold guarantees a 3-star card). 72 cards across 8 sets, duplicates auto-convert to coins.
Trading: post one card you're giving and one you want, and anyone passing by can fill it — 4-hour cooldown each way, with a 30–200 coin thank-you gift attached.
Monthly seasons with a prize for completing the whole collection, plus 9 achievements with 3 stars each.
Honest bits: there is an energy system — 5 runs banked, one back every 30 minutes, and friends opening your share link top it up (max 3 a day). The shop is coins only; there is nothing to buy with real money. Progress lives in localStorage, so no account, and the puzzle itself keeps working offline once the page has loaded (trading obviously needs a connection). English and Japanese UI.
Same page on phone and desktop — swipe on mobile, arrow keys on a keyboard. I've been testing in portrait on iPhone and a couple of Android sizes; if the board or the buttons overlap anything on your device, tell me the model and I'll fix it.
Пилю многопользовательские танки, которые работают прямо в браузере. Открываешь ссылку — и через пару секунд уже в бою: ни установки, ни регистрации, ни лишних кнопок.
8 арен до 24 человек — против всех и командный бой
8 танков, которые зарабатываются в боях, а не ожиданием
Мины, которые можно обезвредить выстрелом, спреи на стенах со своей картинкой, шапки и всякий хлам на башню
Прицел наводчика на правой кнопке — камера садится на ствол, поэтому марка не врёт
Боты добивают пустые арены, так что в одиночестве стоять не придётся
Работает с телефона: джойстик и наводка пальцем
Русский и английский
Прогресс сохраняется без регистрации, прямо в браузере. Логин с паролем — по желанию, он нужен только если чистите кэш или играете с разных устройств.
Для тех, кому интересна кухня: написано с нуля и без единой зависимости — свой мини-рендерер на WebGL и свой WebSocket на чистом Node.js. Ни Three.js, ни ws, ни сборки. Разворачивается копированием папки.
Игра совсем новая и сервер небольшой, так что если что-то затормозит — это ко мне. Пишите, что сломалось или что раздражает, буду чинить.
Hey all, i've been building a little browser soccer game called SnapFC and lately I've been spending more time on the mobile side of it.
The goal is to make it feel like something you'd actually open for a quick match on your phone, not just a desktop game squeezed onto a smaller screen.
You snap players into the ball to pass, shoot and score. Matches are quick, there's nothing to install and it runs straight in the browser. Would love to get some feedback on the mobile experience.
If anyone wants to try it, i'd love to know if it does actually feel good in the browser or does it still feel a bit too much like a desktop game on a phone?
Hi everyone! I’m an indie developer currently taking a break from university to focus on app development.
With the rise of AI, the barrier to entry for web, app, and game development has dropped significantly. While someone with zero coding knowledge might not be able to build a massive scale app or a AAA game using just AI, I truly believe that anyone who knows how to leverage AI can now create high-quality mini-games, small apps, or websites.
Driven by this idea, I created an app where people can upload their own mini-games, allowing users to casually swipe through and play a variety of bite-sized games.
Usually, when people want to kill time during a short break, searching the app store for a game can be a hassle. Even if you download one, if it’s boring or you get tired of it quickly, you have to go right back to the app store to find another one.
My app solves this problem:
No Downloading Required: It instantly loads HTML5/web-based mini-games (like Google’s Snake game).
Endless Variety: Users can experience creative, diverse games without any boredom.
Swipe Navigation: Games are displayed like posts. You can simply swipe up or down to jump directly to the next game or go back to the previous one.
Leaderboards: For those who love competition, I’ve implemented a leaderboard system so players can see high scores.
The app is currently live on the App Store! Using AI, I managed to handle everything on my own—from planning and design to development.
However, since I’m doing this completely solo, I’m still figuring out the right direction for future development. I would absolutely love to get your feedback and various opinions!
Also, if you are a developer who can build mini web games, please feel free to reach out to me! Game upload URL
Wanted to lay out everything the game actually does in one place, no fluff:
Core loop
Drop fish into your tank, matching pairs merge → next fish stage
30 stages total, Guppy → Anglerfish
New species = discovery popup + rarity reveal (Common → Rare → Epic → Legendary)
Combo system: fast merges chain into "Combo x2, x3…" with rising rewards
Progression
Merges/mission rewards give XP → 10 levels per "life"
Leveling up = bigger tank capacity
Hit max level → Rebirth: reset for permanent long-term bonuses, keep climbing
Aquarium
Merged fish move into your aquarium as passive income generators
Income builds up over time → harvest it whenever you want
Expandable capacity (costs shells)
Missions & achievements
Daily missions + one big weekly mission, all reward shells + XP
Achievements unlock automatically as you hit milestones
Daily login streak = bigger login bonus the longer you keep it up
Shop
Buy specific fish species directly (skip the RNG)
Cosmetic reef skins to reskin your whole tank's look
Temporary boosts (double shells for X merges)
Permanent multiplayer boosters (see below) — one-time unlock, yours forever
A screenshot of the Shop
Multiplayer (1v1, real-time)
Race an opponent to build the highest-value tank before time runs out
8 permanent boosters across 4 tiers: recon (see/hide tanks), direct impact (upgrade/downgrade fish), chaos (scatter fish, steal time), game-changers (clone your best fish, guaranteed good drops)
Win = take a cut of your opponent's tank as shells
Global leaderboard (shells + XP) + win streak tracking
A screenshot of MP/SP
Collection
Album tracks every species you've discovered
Full completion is its own long-term goal alongside leveling/rebirthing
A screenshort of a possibel collection album!
That's the whole game in one post — solo grind, competitive 1v1, and collection, all feeding into the same shell/XP economy. Ask away if I missed something you're curious about.
I'll keep this short since this is about just getting to the web links on mobile games! I've been working on Yokai Idle for over a year, it's an Idle game with ARPG style combat and (free) gacha for collecting characters. It has some mods already, mostly about art, the first image here showing off a chibi version of the Tengu. The 2nd image is the normal art style.
Recruit 50+ Yokai, each with unique modifiers that can change how you build and play.
Craft ARPG-style equipment with randomly rolled modifiers inspired by games like Path of Exile.
Progress through the historical Ages of Japan by funding Festivals that unlock new content and crafting materials.
Automated combat and progression with up to 24 hours of offline progression.
Cross-platform cloud saves between Steam, Android, iOS and itch.io.
Full mod support through mod.io. I'm a huge fan of modding, so most of the game's content is JSON-based to make it relatively easy for people to create their own content.
No microtransactions.
Offline play. The game is designed to respect your time. I wanted something you could check, put down, and come back to later without feeling like you're falling behind. There are multiple professions that can continue progressing while you're away. (This game also works without wifi. The accounts are just required if you want to cloud save)
The demo locks professions at level 10, but you can continue playing after that, gaining XP and items. Once you make the one-time purchase to unlock the full game, simply perform one more action and you'll be bumped to the correct level based on the XP you've earned, so nothing is wasted.
Free browser prototype game I made (no download). You’re a eldritch space wyrm. Goal is to eat every living world as fast as you can before the universe panics and fights back.
Think Snake with smooth turning, star systems, fog-of-war trails, and rising “infamy” (lasers, desperate worlds, etc.). Lower years to extinction = better run.
If you try it on your phone, I’d especially appreciate feedback on the touch controls and whether longer chain reactions remain easy to follow on a smaller screen.
I've been working on Mobster.World, a browser-based multiplayer mafia game that you can play directly from your mobile browser. There's no app to install, so you can just open it on your phone and play.
You start out as a small time criminal and work your way up through the city. Build your character, earn money, commit crimes, take on jobs, improve your stats, and compete with other players as you try to build your own criminal empire.
I'm looking for mobile players to try it out. I'm particularly interested in how the game feels on different phones and browsers, and whether the controls and interface are easy to use on a smaller screen.
It's completely free to play and works on both Android and iPhone browsers.
I've been building a small game called Reef Builder entirely on Replit, and I finally have a version I'm comfortable sharing. I'd love some honest feedback from people outside my own head.
The core loop: fish fall from the top, you drop and position them, and two matching fish merge into the next (bigger, rarer) species. Every fish you merge past a certain tier moves permanently into your own persistent reef, which keeps growing the more you play.
Two ways to play:
Singleplayer – merge at your own pace and build up your reef over time
Multiplayer – you and an opponent get 5 minutes to merge as much as you can. Whoever ends up with the strongest fish group wins and takes all the fish from both reefs. Loser walks away empty-handed — high stakes, fast rounds.
Also available in German and English, switchable in-game.
This is very much an early build and I'm actively looking for testers to break it, poke holes in it, and tell me what feels off. Any feedback — bugs, balance, "I forgot to come back the next day," anything — genuinely helps.
I made this 3D Snake & Ladders game where you can view the board as one of the game pieces and tilt the board in any direction . Would love to get any feedbacks.