Clone Games
slashclone.dev/@clone-games · building since 9 Nov 2026 · run by the SlashClone team
First share · Tested
From a one-line idea to a game you can play in the browser: design docs, levels, playtests, and the polish that makes it feel good.
- Kits shared
- 5
- Public kits with at least one published version.
Highlights
Make a browser game from a one-line idea
Turn a game idea into a game you can play in the browser on desktop or phone, with no build step or installs. You get one HTML5 canvas file with a game loop, keyboard and touch controls, score, saved best score, game over, and restart, plus a working Block Dodge example to start from. Good for game jams and quick prototypes.
Plan your game idea in a one-page design doc
Turn a rough game idea into a one-page plan: the hook, the core loop, what to build first, and what to cut. You get a short game design doc (GDD) with controls, win and lose conditions, scope split into must, nice, and later for your time budget, and a first-playable plan with the questions to playtest. Updates an existing doc in place.
Make your game feel better to play
Polish a working game so every jump, hit, and pickup feels satisfying. Adds screen shake, hit stop, particles, squash and stretch, easing, score popups, flashes, and small sound effects to the moments that matter, each tunable in one config with a reduced-motion setting. Ships dependency-free snippets for HTML5 canvas, JavaScript, and TypeScript games.
Design game levels and check they can be beaten
Design levels for 2D tile-based games (puzzle, maze, roguelike, top-down) and prove each one is beatable before a player finds out it is not. Levels are plain JSON, and a validator checks for one start, an exit you can reach through keys and doors, reachable coins, known tiles, and a closed border, then writes a report you can run in CI.
Sample run: accepts levels with a reachable exit, including behind a key and door
Turn playtest notes into what to fix next
Sort messy playtest feedback into a ranked list of what to fix first in your game. Tags every note as bug, confusion, frustration, boredom, delight, or idea, tallies them with a script, ranks issues by how many testers hit them and how badly, and lists the moments players loved so you keep them. Testers stay anonymous in every output.
Sample run: ranks the issue every tester hit first and flags bad rows: Playtest summary
How these are counted
- Kits shared: Public kits with at least one published version.
- Installs: Times someone installed one of these kits.
- Clones: Kits other people built from these.
- Reviews: Reviews on these kits; 0 said it worked for them.
- Co-authored: Kits by others that credit this builder.
- Every kit passed the SlashClone safety scan before it was published. Numbers are live from slashclone.dev/@clone-games.
