A collection of innovative games and tools developed with Clawcode — providing inspiration and creative reference for interested partners to explore and grow together.
The project provides game and tool case studies independently developed by Clawcode, including but not limited to the following:
| Working title / genre | Creative pillar | Core loop | Key engineering systems | Typical tech stack | Performance focus | Testability | Natural extensions | |
|---|---|---|---|---|---|---|---|---|
| Car | Racing, obstacle runner, or endless-runner variants | Speed and reflex: forward motion with high stakes for lane choice and near-miss tension | Accelerate / drift / pick-ups → avoid hazards → escalating difficulty | Physics or pseudo-physics (rigidbody / ground probes), camera follow + FOV, procedural track or tile streaming, object pooling (props / traffic) | Unity/Godot + physics; or WebGL/Canvas with simplified motion integration | Many instances on screen, LOD/culling, particles and post-processing budget | Feel-heavy; benefit from deterministic seeds, replay tooling, telemetry | Nitro, parts tuning, weather/day-night, networked racing |
| Monster | Monster shooter, tower defense, horde survival, roguelike enemy waves | Progression and strategy: loadouts, resource economy, enemy typing, encounter pacing | Explore or hold a point → fight waves → loot / upgrades → boss or wave payout | State machines (AI / player), collision layers, damage + buff/debuff, pathfinding (TD/RPG), saves + data-driven tuning (tables / assets) | Same engines; heavier UI + content pipelines (JSON / ScriptableObjects) | AI count, projectile / AoE queries, VFX caps, peak on-screen units | Table-driven tuning + AI snapshots; scenario tests for encounters | Builds/crafting, elemental synergies, level editor, seasonal content |
| Tetris | Tetris / falling-block stacker | Spatial planning and rhythm: stacking pressure with line clears as relief | Spawn piece → rotate / translate → lock → clear full rows → rising tempo | Grid model (2D buffer), rotation with wall kicks (e.g., SRS), line clear + gravity collapse, ghost piece, bag randomizer (e.g., 7-bag) | Any engine; strong fit for Canvas/Web; logic/render split aids unit testing | Frequent grid updates but small data; watch GC spikes (e.g., C#) and input latency | Highly rule-driven; excellent for unit tests (rotation, lock, clears, scoring) | Versus garbage lines, marathon/sprint modes, themes/skins |
| Angry Bird | Physics-based slingshot puzzle, destruction game | Physics and precision: trajectory aiming with satisfying chain-reaction destruction | Aim slingshot → launch bird → destroy structures / pigs → score + star rating → next level | Physics engine (Matter.js), collision + damage system, trajectory prediction, multi-material blocks, level data tables, scoring + star thresholds | Phaser 3 + Matter.js, Vite, JavaScript ES6+, HTML5/Canvas | Many rigidbodies and constraints on screen, physics step budget, particle and debris VFX caps | Level-data driven tuning; scenario tests for collision, damage, scoring; deterministic seeds possible | Special bird abilities, more levels, level editor, versus mode, seasonal themes |
- Car: prioritize physics, camera, and content pipeline for polish and throughput.
- Monster: prioritize combat framework, data tuning, and AI for depth and replayability.
- Tetris: prioritize deterministic grid rules for correctness and competitive fairness.
Tetris is a commercial brand with protected elements; shipping publicly may require trademark and IP review (name, specific rule bundles, art). For open-source learning, consider describing the product as a “falling-block puzzle” where appropriate.
Licensed under either of:
- Apache License, Version 2.0 (LICENSE-APACHE)
- MIT License (LICENSE-MIT)
at your option.