
Emberfall
Dungeon delve with a sanctuary to return to. Seventeen pieces of art came out of the run, including the splash above.
The rack
6 firings. 4 of them cleared the fun gate — the feel rubric, the time-to-first-fun ceiling and the retention minimum — and 1 is still with the director; 1 is built and playable but has not been through the gate. 5 are playable in your browser right now. Every number on a tile is the number the line emitted.

Dungeon delve with a sanctuary to return to. Seventeen pieces of art came out of the run, including the splash above.

Ten waves against a horde, ending at the Hollow King. Your kills rise as your soldiers. Nine seconds to first fun.

Age-of-sail naval command. Wind, range and a wall of orders — tack, beat to quarters, fire as she bears. Seven of seven parts placed and fifteen of fifteen screens built.

Isometric survivor on a broken stone field. Two seconds to first fun — the fastest of any firing — and the highest feel score the gate has returned.
Isometric voxel base-builder: gather, build, recruit, and hold the keep through a nightly horde. Fired from a raw brief with no design document, so the line read the intent and decided the rest.

Survivor inside a lit interior rather than an open field. Currently with the director.
Build in progress
Receipts are reproduced as the line emitted them: feel scores are the weighted mean over the axes an evaluator actually scored, and time-to-first-fun is observed, never substituted. Key art is the art that firing produced.