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Plazoleta

You want a small game, not a twenty-person studio.

Games

A small game isn't a demo: it has a loop, difficulty, sound, a high score, a pause screen and a build that opens in the browser with nothing to install. Every one of those pieces is real work, even if a round lasts thirty seconds.

That's what we do here: branded mini-games, campaign pieces, playable prototypes to test an idea before funding it, and our own games that we publish ourselves. Big games, no — saying it up front saves us both the meeting.

What you get

  • Something playable in the first week

    Ugly, made of squares, but playable in your browser. How a game feels is settled by playing it: no document can tell you whether the jump feels heavy.

  • Art, sound and code from the same house

    Our own pixel art and synthesised effects, generated from a palette versioned in the repo. No asset packs with murky licences and no rights surprises on launch day.

  • Launch, and what comes after it

    Web, PWA or itch.io, and the Android store via a native wrapper when the game calls for it, with the build coming out of CI rather than off someone's laptop. Shipping is the beginning: reviews, versions and maintenance follow.

Don't take our word for it

Our own product, in production. Try it and judge for yourself.

Our first video game: a one-button game, now rewritten for the browser.

  • · TypeScript, Canvas 2D and Web Audio with no runtime dependencies: the whole game runs in the browser
  • · Fixed 60 Hz physics with sprites pre-baked in OffscreenCanvas; the production bundle is about 23 KB of JavaScript
  • · A no-server daily challenge and a 5-character shareable code: the seed is the date, so everyone plays the same pipes
  • · An installable PWA, playable offline, with keyboard-accessible DOM menus and headless tests in CI

A word arcade: save the critter before the rope says enough. Ten modes and over 200 words.

  • · Vanilla HTML, CSS and JavaScript: zero dependencies and no build step, playable offline after the first load
  • · Scoring with accuracy, streak and perfect-round bonuses; records in localStorage and hints that cost points
  • · An animated SVG critter and sound effects synthesised with the Web Audio API — not a single audio file
  • · Physical and on-screen keyboard with Ñ, native dialogs, ARIA, and respect for prefers-reduced-motion and prefers-contrast

When we're not for you

  • If you want an open world, an MMO or anything that needs a studio and three years. It isn't what we do, and we won't pretend otherwise.

  • If the game is an excuse for an ad every thirty seconds or a loot box. That's not us.

  • If you need photorealistic 3D or multiplayer with dedicated servers and matchmaking.

If you recognise yourself here, tell us anyway. I'd rather point you somewhere else in an email than have us both find out halfway through the project.

Questions

What counts as a "small" game?
One that finishes in weeks, not years: a single clear mechanic, with everything else in service of it. Flapo is exactly that, and you can play it in your browser right now.
What do you build them with?
Strict TypeScript, Canvas 2D and Web Audio, with no runtime dependencies. Everything runs in the browser and ships as web or a PWA: no engines, no licences taking a cut of your revenue.
Can a game actually promote a brand?
It can, if it's a game people want to play. A mediocre mini-game with your logo on it gets closed in ten seconds and leaves a worse memory than not making one at all. If the idea doesn't stand up as a game, we'll say so before we start.