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Your game, native on iPhone, iPad, Mac, Windows and Linux. Touch, keyboard and mouse, or a gamepad. Even on Steam Deck.
Send a playable link by DM or to [email protected]

ALT Gamejam card: "Publish your three.js game" with games running on a laptop, a tablet and a phone. Platforms: iPhone, iPad, Mac, Windows, Linux, Steam Deck. Contact: [email protected]
What makes a small game great? Its own idea, art that holds together, controls that feel good, and that pull to play one more round.
Danny (@DannyLimanseta) gets all four right, again and again. He makes his games with AI. Here are seven of them.
How Wildbrush came together, in his own words: nitter.cf/DannyLimanseta/status/…
Yesterday, my boys and I vibe coded a game together. They tell me what they want in their game and I prompt it into Opus 5.5 to build it.
And of course they picked "Zelda Breath of the Wild" inspired game, where they can explore an open world, do dungeon puzzles, fight mini bosses and a final boss. The twist is that the hero holds a giant paintbrush as a weapon, each color had a different attack and effect (red = fire, blue = ice, yellow = bounce, green = vines). And oh they also wanted to fly on the paintbrush.
We spent our whole saturday playing and iterating on the game. It was great fun.
I told them, the future is all about Imagination, whatever they can imagine, it will be manifested in a digital experience.
At the end of the day, the game had:
- 2 biomes (1 island and a bunch of floating islands)
- Paintbrush-based combat (4 colors representing different effects and mechanics)
- 3 dungeons with puzzles
- An undeground cave
- Unlockable flying paintbrush when you activate 4 crystals around the island
- 30+ enemies and elites
- 1 giant boss
As you can see in the gameplaye video below, its not the most polished video game but it's so satisfying to see my boys getting bewildered when whatever they asked for, the game is built before their eyes.
Of all the games I have vibe coded so far, this was the most satisfying because my boys were actively co-creating it and playing it.
This is definitely not the last game we're making together, they have already started brainstorming their next game, hint: "Peak with grappling hooks and TNTs."
You can play the game here, works only on desktop:
wildbrush.vercel.app/
All 13 of his games: dannylimanseta.com
We spotlight small games we love. Made one? Our DMs are open. More small games: gamejam.mx
Music: "Funkorama" by Kevin MacLeod (incompetech.com), CC BY 4.0
Anton (@LopanPlusPlus) got an AI image model to paint sprite sheets that actually animate. 32 frames, 24 image calls, nothing drawn by hand ⚔️
1. Build her in 3D first.
a rough three.js model in real colours. the AI repaints it instead of inventing poses.
2. Paint the legs two colours.
orange right, teal left. the AI stops mixing up which leg is in front, and the colours never reach the art.
3. A character sheet before any animation.
8 angles of the finished character. every later request copies her face and costume from it.
4. Three images in every request.
the 3D pose, the approved idle, the character sheet.
5. Three tries, one rule.
pick by a rule written before you look. too big? ask for 15% smaller, not "no larger".
6. Fresh eyes, on magenta.
three review rounds on grey hid a grey smudge between her legs. magenta showed it at once.
Full method and the real prompt in the article below 👇
The full method and the exact prompt: nitter.cf/ShipOnGamejam/status/2…
Anton (@LopanPlusPlus) painted every frame of this swordswoman with OpenAI's image model. 32 frames that actually animate.
The trick: don't ask for poses. Render her in 3D and have the model repaint it.
Full guide 👇
Anton (@LopanPlusPlus) painted every frame of this swordswoman with OpenAI's image model. 32 frames that actually animate.
The trick: don't ask for poses. Render her in 3D and have the model repaint it.
Full guide 👇
Gamejam is now on the Mac App Store 🍎
The same handpicked games as on iPhone and iPad, now on your Mac.

ALT A MacBook seen from the front runs the Gamejam app: four game covers — a dog in a sunny meadow (Flock), a tank in a desert storm (Dust Doctrine), a goblin in a dark forest (Goblin Island), a pixel-art warrior with a sword (Navi). Headline: "Gamejam. Now on your Mac." Small, handpicked games. Free on the Mac App Store.
Free on the Mac App Store: apps.apple.com/app/id6800693…
Made a three.js game? DMs are open.
3. Redshift Survivor by @nihdao
space survivors-like, 22 weapons, scan planets to open the wormhole
wavedash.com/games/redshift-…
bonus: Slop New York by @mrdoob
all of manhattan as a city sim, on foot, by car, bike or helicopter. open source, elderwake is built on it
mrdoob.github.io/slop-newyor…
Gamejam on iPhone has a new design.
Full-screen games you swipe through, every game shows its maker's X handle, and a new game: Flock by @KateBerezhnova.
Free on the App Store: apps.apple.com/app/id6800693…
Made a three.js game? DMs are open.
Music: "Hyperfun" by Kevin MacLeod (incompetech.com), CC BY 4.0
Kate (@KateBerezhnova) made the wolves for Flock with AI. Here's how a flat picture became a walking wolf 🐺
1. Concept.
GPT drew the wolf, then a sheet with the wolf from every side.
2. 3D model.
Meshy turned those pictures into a real 3D model.
3. First animation. Cursed.
Claude rigged it in Blender. the jaw stretched, the chest grew spikes. a friendly wolf, briefly in its horror era 🫠
4. A 5-second reference.
Seedance made a short clip of the same wolf walking. side view, plain background, every paw clearly on the ground.
5. Claude checks its own work.
it put the clip next to its animation frame by frame, found where the legs and paws were off, and fixed them.
6. Into the game.
Claude + Three.js brought the walking wolf into Flock.
the lesson: give the AI a clear target. five seconds of video was enough.
Kate's full workflow and the exact prompt are in the article below 👇








