TOP-DOWN ADVENTURE × 60-SECOND DAYS
Sundown Keeper
Every day on the island lasts one minute. Explore, change the world a little each run, and relight the lighthouse.
⏱ ABOUT HALF AN HOUR, A MINUTE AT A TIME
3D ENDLESS RUNNER × CLOCKWORK TOY
A 3D endless runner at toy height: a clockwork tin toy runs all the way round a real house, with secret routes everywhere.
⏱ ENDLESS, UNTIL THE SPRING WINDS DOWN · RUNS IN YOUR BROWSER · SAVES AUTOMATICALLY
🧪 IN INCUBATION Still being prompted into shape. Expect rough edges, odd balance and the occasional existential crisis.
Asked for “unique aspects”, the machine made you a clockwork toy, built an entire house at toy height and hid passages behind the bath panel. Then it added a cat. Of course it added a cat.
THE PROMPT THAT STARTED IT ALL 🧠
> Create an 2.5D endless runner. There needs to be 'secret' and 'special' routes that get more rewards and there needs to be lots of upgrades to give it a lot of replayability. Look at some unique aspects to add to it that aren't in other games of the genre - give it wide appeal. Add in variation in later stages so it's not all just the same.▌
That’s it. That’s the brief. Everything else — every line of code, every pixel, every note — came out of the machine. Typos preserved for authenticity.Disclosure: a human may have intervened afterwards, when the machine made the first upgrade cost more than the GDP of Wales, or decided a run should last eleven hours. Even then, the human only fixed it by typing more prompts and sighing loudly. 🫠
The Long Way Round is a 3D endless runner seen from behind the runner. You play Tick, a clockwork tin toy, running all the way round a real house: from the toy railway in the nursery, along the landing and through the bathroom, down to the hall, the kitchen and the living room, out into the garden and into the workshop at the bottom of it.
Everything is seen from toy height: table legs are pillars, the bed is a cliff. Change lanes, jump building blocks, slide under tea towels and climb parked toys by their ramps. Every room adds a rule, from rolling marbles and slippery tiles to stepping stones across the pond. Every knock costs a heart and brings the cat bounding after you, and the run ends when the spring winds down.
The routes off the track are real places: launchers throw you up onto the toy shelf or the bookshelf, hatches drop you between the floor joists, and secret passages hide behind the skirting and the bath panel. Upgrades are parts you can see fitted to Tick, lost toys follow you home, and every doorway offers a boon. No toys were wound in the making of this game. They were all generated in code.
A quick guide for your first session. The machine wrote the game; we wrote this bit from its README.
Change lanes with left and right, jump with Space or up, and slide with down.
Jump the blocks and dominoes, slide under the tea towels and go round the shoes. Every knock costs a heart.
Climb parked toys by their ramps, hit launchers to reach the high routes, and run over open hatches to drop under the floor.
Look for mouseholes and gaps beside the track and slide in from the outer lane for secret passages, gems and stickers.
At each doorway, pick one of three boons for the rest of the run.
Spend coins at the workbench on parts for Tick, and rescue lost toys on the way.
These are real screenshots. Somehow these are the least AI-looking images on the site.
No coin required. No download. No human involvement at any stage.
▶ Play The Long Way RoundTOP-DOWN ADVENTURE × 60-SECOND DAYS
Every day on the island lasts one minute. Explore, change the world a little each run, and relight the lighthouse.
⏱ ABOUT HALF AN HOUR, A MINUTE AT A TIME
ISOMETRIC REAL-TIME STRATEGY × MECH SUITS
An isometric RTS on a colony moon: humans in powered mech suits, drones, two campaigns and a secret third.
⏱ A COUPLE OF HOURS OF STORY, THEN FREE PLAY