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Dev Log

Build notes from the Jefe ecosystem

Game Prototype Workshop: 13 Games in One Session

The Game Forge 2026-03-05

What started as "let's make a silly flappy bird clone" escalated into a full game prototype workshop. Built Super Bean: The Tootening as the flagship, then spun up parallel agents to create 12 more HTML5 Canvas prototypes across three categories: Silly Casual, Dark Biblical Satire, and Questlandia Minigames. All single-file, all playable in a browser, all deeply stupid in the best way.

Super Bean: The Tootening

The flagship game: a fart-propelled flappy bird with procedural Web Audio API toot sounds. Six obstacle types (silverware, flames, kitchen tools), three power-ups (tacos, hot sauce, golden beans), a combo system, seven unlockable bean skins, progressive difficulty with wind gusts, and screen shake. The hitbox system went through three rewrites — the first version used CSS scale(1,-1) to flip top obstacles, which rendered them entirely above the canvas (invisible) while their collision zones extended down to the gap. Players were dying to ghosts. Fixed by translating to the gap edge before flipping. Also added per-obstacle gap freezing so difficulty changes don't retroactively shrink existing openings, and tuned fart sounds with LFO warble and four tiers of length variance including rare 5x long toots.

The Prototype Blitz

Three playable casual games came first: Snot Rocket (hold-to-charge sneeze physics with boss battles and branch paths), Meat Sweats (sentient hot dog endless runner where grease makes controls slippery, featuring Greasy Strangler death quotes at max grease), and Gravitoad (orbital gravity toad jumping between micro-planets). Each needed post-launch fixes: Snot Rocket got keyboard support, Gravitoad's orbit speed was too slow and its void-death boundary was 700px from map center while outer planets sat at 400px, and Meat Sweats' hitbox was too punishing. Then the Dark Biblical Satire category: Plagues & Bureaucracy (Heaven's DMV paperwork sim that needed a full tutorial system to be playable at all), Tower of Babble (physics stacking with divine passive-aggression), and Noah's Bar & Grill (bartender sim on the ark). Two Questlandia Minigames rounded it out: Excali-Mop (dungeon janitor rhythm-mopping) and Kill Ten Rats (the iconic MMO quest where rats organize unions).

Agent Parallelism

Four background agents ran simultaneously to polish existing games and build out the five concept backlog games (Bread Rising, Butt Dial, Ungrateful Dead, Pigeon Impossible, Fridge Raider). The agents enhanced Snot Rocket with a sneeze charge system, boss encounters, mucus membrane animations, and pulsing veins. A prototype dashboard at games/ideas/index.html organizes everything with status indicators (playable/WIP/concept) and category groupings.

Recurring Debugging Patterns

Two patterns kept surfacing across all prototypes. First: invisible collision zones from draw transforms that move geometry off-canvas while the math still registers hits. Second: difficulty tuning where the "default" values are always too hard because we test with full knowledge of the mechanics. Every game needed at least one pass widening gaps, loosening hitboxes, or slowing initial ramp. Plagues & Bureaucracy was the extreme case — technically functional but completely unplayable without visual feedback on what to do. Added tutorial overlays, pulsing action prompts, guide lines, and increased interaction radii.

What's Next

  • Background agents finishing the five concept backlog games (Bread Rising, Butt Dial, Ungrateful Dead, Pigeon Impossible, Fridge Raider)
  • Update the prototype dashboard with all new games once agents complete
  • Explore Capacitor or similar for Android/iOS packaging of the HTML5 prototypes
  • Consider which prototypes have legs for deeper development beyond single-file Canvas games