Personal project · art, engine & build
Animalism
A side-scrolling brawler. Hand-drawn sprite work, a physics and hit-detection layer written from scratch, and native gamepad support — plug a controller in and it just works.
A side-scrolling brawler. Hand-drawn sprite work, a physics and hit-detection layer written from scratch, and native gamepad support — plug a controller in and it just works.
Personal project · art, engine & build
A side-scrolling brawler. Hand-drawn sprite work, a physics and hit-detection layer written from scratch, and native gamepad support — plug a controller in and it just works.
What it is
You are Animal. You walk right and you deal with the people in the way. A belt-scroll beat ’em up in the arcade tradition: a 384 by 216 pixel canvas scaled crisply to whatever screen it lands on, a pixel font whose glyphs are literal squares so it stays blocky at any size, and a street that keeps coming.
Everything under the hood is mine
There is no game engine here. Movement, gravity, the hitboxes and hurtboxes, the way a heavy hit knocks an enemy back and a jump kick lands — all of it is written from scratch in plain JavaScript and drawn to a canvas. Press F1 in the game and the hitboxes are drawn over the sprites, which is how the fighting was tuned.
Plug in a controller and it just works: the Gamepad API is wired for stick, d-pad and every face button, and the keyboard has two layouts so either hand can drive.
How it is built
Plain script tags and image loads, deliberately no fetch and no modules, so the same files run from a web server or straight off a disk. That is why it also ships as a windowed desktop build: the browser opens in app mode with no address bar and the game fills the window.
More games
Your turn
The games are practice. The same habits — verified numbers, plain code, a changelog — go into every site I build for a client.