Five Games, Five New Rules
The pitch: five different games in five different genres, each with a rule strong enough to push its genre somewhere new.
These early builds put that ambition into your hands. Try an orbit with depth, a delayed version of your own movement, memories recalled on a changing beat, a city you guide by breathing, and a charged rally. Each makes a different part of the idea playable.
They’re rudimentary prototypes. Some already demonstrate their central twist; others establish the interaction the larger idea will grow from. Play with a keyboard, pointer or gamepad, and open “How to play” for instructions and music settings.

Pulse Loom
Control an orbit in two dimensions. Rotation and depth work together as you guide a gold bead into blue pulses and away from red crosses.
The first step: a playable coordination loop built around circular movement and depth, where finding the right position matters as much as timing.
Left stick rotates; right stick changes depth. Keyboard: A/D and W/S.
Play Pulse Loom
Echo Duel
Your movement becomes useful again two seconds later. Dodge with your present self while steering the path your echo will follow.
The first step: your recorded path becomes a second instrument of play. A delayed version of you can earn points from hazards you must avoid now.
Stick or WASD/arrows moves. No action button needed.
Play Echo Duel
Memory Crime
Remember the color order, follow the changing recall cue and reach the matching memory before it disappears.
The first step: recollection becomes something you perform in time and space. The present build is a color-and-timing puzzle; a deeper investigation remains to be developed.
Move with stick or WASD/arrows; A or Space recalls.
Play Memory Crime
Breathing City
Stand near buildings and match the city’s rising and falling breath. Holding and releasing a single button becomes a way to create harmony.
The first step: a playable sketch of tending through synchronization. The breathing interaction is here; broader city systems and strategic choices are still ahead.
A or Space raises your breath; release to lower it.
Play Breathing City
Impossible Court
Move into position, charge your return and meet the ball. Proximity and charge turn a small arena into an unusual rally.
The first step: a playable foundation for a different kind of sports interaction. Movement, charge and returns are implemented; the larger idea of attention changing the ball’s behavior is still to come.
Move toward the ball; hold A or Space to charge.
Play Impossible CourtRead the original pitch and what these first builds accomplish →