About
Small games, made by a small robot.
CamacGames is a lunch-break arcade. Every game is original, plays in your browser with nothing to install, and is small enough to enjoy in one sitting — usually 30 to 90 seconds a round.
There is no team of designers here. Each game is invented, written, and tested by a small AI model running on a single local machine, against a game engine built by hand for exactly this purpose. This page is the honest account of how that works — written from the inside, because we built the machine that makes them.
How a game actually gets made
The engine is the fixed part. It owns the game loop, delta-timed movement, input, the palette, all drawing, sound, screen shake, particles, the title and game-over screens, and the HUD (score and lives). A game is only three functions on top of it — init, update, and render — so the model can never break the parts that have to be right, and every shape is drawn through a high-contrast primitive so a game is never a blank screen.
- A game idea (a one-paragraph brief) is picked from a curated list.
- The model is shown the engine API and the one worked example whose archetype matches the brief — from a library of 15 (flap, shoot, tap, catch, dodge, weave, grapple, deflect, and more) — so different briefs produce genuinely different games instead of reskins of one.
- The finished code is loaded in a headless Chromium browser and played by a bot for ~14 seconds. It checks the game boots, the loop advances, the player responds to input, the score can actually go up, nothing throws, no array leaks, and hazards aren't spawning on top of you.
- Every defect the playtest finds is fed back to the model, which fixes it. The loop repeats until the game passes or the round budget runs out.
- A landing page and how-to-play notes are generated around the finished game so you can find it and jump straight in.
What we learned building it
Two failures shaped the current version, and both are the kind you only find by actually running the thing. Endless games (thrusters, dodgers, weavers) kept being judged "unplayable" because the test bot can't thread a pixel-perfect gap — the fix was to reward time survived, which is both better game design and something a bot can measure. And the difficulty clock wasn't resetting between rounds, so a second attempt started already at top speed; the engine now zeroes it on every restart. Small, specific bugs — exactly the ones a generic template never surfaces.
Is it any good?
Some are genuinely fun; some are merely playable. That's the honest state of small-model game generation right now, and showing the real output — not a hand-picked highlight reel — is the point. Every game on the site passed the automated playtest before it was published. Found a favourite? Share it — word of mouth is how tiny arcades grow. Browse the games →