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PN Scripts · Our games

Game development

Godot 4 and HTML5 games we design, build and release ourselves, for the web, Windows, Linux and Android. About 150 of them are free to play on games.pnscripts.com.

Engines
Godot 4 · HTML5 · WebGL
Platforms
Web · Windows · Linux · Android
Scope
Prototype to store release

02 The idea

Every game starts as a set of rules.

Six parts of every game

  1. Mechanics. The verbs a player learns in the first minute: move, jump, aim.
  2. Systems. Rules for spawning, damage and progression that run every frame.
  3. Interaction. Controls, animation response and feedback, timed to the frame.
  4. Economies. What players earn, spend, and fight to keep.
  5. Platforms. The same game in a browser tab, on a desktop and on a phone.
  6. Experience. What players remember after they log off.

We build all six, and test every one on a desktop and on a phone before release.

03 What we build

How we build our games

One team for the design, the code, the builds for every platform and the updates after release.

Concept and prototyping

Test the core loop before full funding.

A playable Godot or HTML5 prototype, often in about two weeks, that tests the core loop, the controls and the feel, so the risky questions are answered while changes are still cheap.

  • Greybox
  • Vertical slice
  • Feasibility

Gameplay systems

Controls and mechanics that respond precisely.

Movement, abilities, enemy behaviour, levels and progression in Godot 4 or plain JavaScript, with tuning values kept in data, so balancing never needs an engine change.

  • Godot 4
  • GDScript
  • Tools

Controls on every device

Touch, mouse, keyboard and gamepad.

Touch targets sized for phones, mouse and keyboard on desktop, and gamepad support, tested on every platform the game is offered on.

  • Touch
  • Gamepad
  • Keyboard and mouse

Online services

Accounts, inventory, and economy.

Leaderboards, cloud saves, accounts and admin panels as back-end services in the stack that fits, such as Go, Node.js, C# or PHP, once local saves are no longer enough.

  • Go
  • Node.js
  • C#
  • APIs

Progression and replay

A reason to play one more time.

Unlocks, daily challenges, best times and a fair difficulty curve, balanced with bots that play every level before release.

  • Progression
  • Daily challenges
  • Bot play tests

HTML5 and WebGL games

Browser games with nothing to install.

HTML5 canvas, WebGL and Three.js games that load inside a web page with no external requests, hold a steady frame rate on ordinary laptops and phones, and respect the reduced-motion setting.

  • HTML5
  • WebGL

Interface and HUD

A HUD players read at a glance.

HUDs, menus and onboarding screens designed together with the mechanics, plus the internal tools and dashboards your team uses every day.

  • HUD
  • Menus
  • Tooling

Performance and platforms

Budgets measured on target hardware.

Frame and memory budgets measured on target hardware, exports for the web, Windows, Linux and Android, signed Android builds, and store packages for itch.io, Game Jolt and Google Play.

  • Profiling
  • Exports
  • Store builds

Updates after release

Patches without unpleasant surprises.

Versioned builds, changelogs and quick fixes from player feedback, pushed to every store the game is on.

  • Versioned builds
  • Player feedback
  • Patching

04 The system

How one input moves through the game

Follow one player input from the touch screen or controller through the game and back.

  1. A controller, a keyboard, or a touch screen. Every system below exists to answer this intent quickly and fairly.

  2. Engine code turns input into movement, abilities, and feedback inside a strict frame budget.

  3. The same project is exported to the web, Windows, Linux and Android, and each build is tested with that platform's controls.

  4. Back-end services in the stack that fits handle accounts, leaderboards and cloud saves when the game needs them.

  5. Durable records for progression and purchases, validated on every write.

  6. Changelogs, versioned builds and player feedback show what to fix, and the next change ships safely.

  7. What players come back to. Session data shows what to change in the next update.

Loop Every session feeds the next update

Input

Player

A controller, a keyboard, or a touch screen. Every system below exists to answer this intent quickly and fairly.

Select a system to trace it

05 Under the hood

Surface

What players see and feel

  • Gameplay
  • Interface
  • Feel

Below the surface

What runs under the game: input, saves, builds and releases

  1. Layer 01

    Versioned game APIs

    Endpoints for accounts, saves and store purchases, versioned so older client builds keep working after a patch.

  2. Layer 02

    Automated play tests

    A built-in bot plays the game in headless Chrome or Godot before every release, so a level that cannot be finished never ships.

  3. Layer 03

    One input layer for every device

    Touch, mouse, keyboard and gamepad feed one input layer, so every control scheme plays the same game.

  4. Layer 04

    Exports for every platform

    Godot 4 exports for the web, Windows, Linux and Android from one project, with signed Android builds.

  5. Layer 05

    Pause, resume and app lifecycle

    The game pauses when the tab or the app goes to the background and resumes where the player left off.

  6. Layer 06

    Saves and inventory data

    Versioned save data for progression, unlocks and best times, so a content update never wipes a save.

  7. Layer 07

    Frame and memory budgets

    Frame time, memory and bandwidth measured on the target devices at every milestone.

  8. Layer 08

    Builds, patches and rollback

    Repeatable builds for every platform, a version number in every package, and a rollback path to the previous build.

  9. Layer 09

    Handover your team can run

    Code in your repositories, with documentation your own team can maintain without us.

  10. Layer 10

    Game rules apart from the engine

    Game rules live apart from rendering and input code, so a balance change never touches the engine layer.

06 The technology

Game development tech stack

Chosen per project from the tools we work with every day.

5 layers · 11 entries

Engine

  • Godot 4 Desktop and Android games in GDScript, exported from one project.
  • HTML5 canvas Light 2D browser games in plain JavaScript, with no build step.

Web

  • Three.js Playable games that run inside a web page.
  • WebGL GPU rendering with nothing to install.
  • JavaScript Web clients, tools, and live dashboards.

Services

  • Go · Node.js · C# Fast game services and tools.
  • PHP · Python Accounts, economy, APIs, and admin panels.

Data

  • MySQL Leaderboards, accounts and saves when a game needs a server.

Operations

  • Playwright and headless Chrome Automated play tests on desktop and phone screen sizes.
  • Android SDK Signed APK and AAB builds, tested on the Android emulator.
  • Build pipelines Repeatable builds and store packages for every release.

You keep the repositories, the builds, and the documentation.

07 The work

Our own games

About 150 free games we designed, built and released ourselves, each one listed on games.pnscripts.com with a link to where it plays.

Live

Project 01 Released

Browser games

More than 170 HTML5 games, from puzzles and card games to arcade, sports and strategy, that run in any browser tab on a desktop or a phone.

Genre
Puzzle, card, arcade, strategy
Platform
Web, desktop and phone
Engine
HTML5 canvas · WebGL
Role
Design and engineering
Status
Free on itch.io and Game Jolt
  1. The idea

    Let a visitor play something in the first seconds, with nothing to install.

  2. The challenge

    Instant load, steady frames and controls that work with touch, mouse and keyboard.

  3. The gameplay

    Short sessions with a clear goal, best times, daily challenges and difficulty that grows with the player.

  4. The technology

    Plain JavaScript on a small shared shell with no external requests. A built-in bot plays each game in headless Chrome before release.

  5. The result

    All of them are public and free to play, and each one is tested on a desktop and at phone size before release.

Play the browser games
Live

Project 02 Released

Godot games

More than 20 native Godot 4 games with Windows, Linux and Android builds, from puzzles and strategy to racing and platformers.

Genre
Puzzle, strategy, racing, platformer
Platform
Windows · Linux · Android · Web
Technology
Godot 4 · GDScript
Role
Product, design, and engineering
Status
Free on itch.io and Game Jolt
  1. The idea

    Real downloadable games, not only browser builds: one project, four platforms.

  2. The challenge

    Large touch targets on phones, gamepad and keyboard on desktop, and pause and resume on Android.

  3. The experience

    Each game has a web build to try in seconds and downloads for Windows, Linux and Android.

  4. The technology

    Godot 4 exports from one project, signed Android builds and Flatpak packages, checked by smoke tests and on the Android emulator.

  5. Where it stands

    The games are public and free, and their Android bundles for Google Play are signed and ready.

See the downloadable games
In the works

Project 03 Unwritten chapter

The next game

New, bigger games are in the works. Each one appears on games.pnscripts.com when it is finished.

  1. The idea

    Ours.

  2. The challenge

    Depth for hours, not minutes.

  3. The technology

    Godot 4, Three.js or HTML5, chosen for the game.

See the games

08 The process

From first idea to launch day

Seven stages. Each one ends with something you can play, read, or ship.

  1. Stage 01

    Discover

    We study the idea, the audience, the platforms, the budget and the deadlines.

    Output Written scope, estimate and risks

  2. Stage 02

    Design

    Core loop, systems, and technical architecture, agreed before production code.

    Output Game and technical design

  3. Stage 03

    Prototype

    A greybox slice that proves the loop is fun and the technology holds.

    Output Playable slice

  4. Stage 04

    Build

    Features and content delivered in milestones, each one a playable build.

    Output Milestone builds

  5. Stage 05

    Test

    Playtests, bot runs and device passes on desktops and phones that surface problems early.

    Output Test reports and fixes

  6. Stage 06

    Polish

    Controls, performance and stability tuned against the release checklist.

    Output Release candidate

  7. Stage 07

    Launch

    Store pages and builds for itch.io, Game Jolt and Google Play, and a patch plan for week one.

    Output Released game and hand-over notes

09 Our games

Every game we release is free to play.

Play the games we make

Open games.pnscripts.com

Questions about a game? Write to us; we reply within one business day.

Or write to office@pnscripts.com