BROWSER GAME
An original 8-bit platformer — six levels, a three-phase boss, and not a single asset file. Click the preview and play it right here.
PIP’S QUEST is a side-scrolling platformer with the movement model people already have in their fingers: momentum running, a hard skid when you turn against yourself, and a jump whose height follows how long you hold the button. Six hand-authored levels lead into a three-phase boss fight, and a title-screen level select means any level can be opened directly.
This build is for anyone who wants a complete, finished game rather than a demo loop — and for the studios who want to show they can ship one.
Most “browser game” offerings are either heavy engine exports or toy demos that fall apart the moment you look under the hood. This build is neither.
You get a finished six-level platformer with a three-phase boss fight, a level select, and a movement model tuned to feel right in the hand — all with no asset files anywhere in the build.
| Section | Purpose |
|---|---|
| Integer-Scaled Pixel Renderer | Render at 384×216 and scale by whole integers so pixels stay square at any size |
| Zero-Asset Sprite System | Draw every sprite from indexed pixel maps with no image files in the build |
| Text-Authored Level Format | Author levels as concatenated 24×15 character screens that stay readable by eye |
| Automated Level Audit | Flood-fill every level from spawn to catch impassable geometry before players do |
| Forgiveness Layer | Hide coyote time and jump buffering under the controls so the game feels fair |
| Synthesised WebAudio Score | Generate every sound at boot instead of shipping audio files |
The visual identity is a disciplined 8-bit revival: a fixed palette, chunky readable type, and a bright outdoor world that reads clearly at a glance even at 384×216.
The game targets desktop first — keyboard and mouse are the primary controls — while staying light enough to load instantly anywhere.
A playable game holds attention longer than any showreel. The page around it is structured to turn that attention into a next step.
PIP’S QUEST works as a portfolio centrepiece, a campaign piece, or a teaching codebase. A few things are worth knowing before you build on it.
There are no image or audio files anywhere in the build. Every sprite is a pixel map — rows of characters indexed into a palette — baked to an offscreen canvas once at load, and every sound is synthesised in WebAudio at boot. The whole game renders at 384×216 and scales by whole integers only, so pixels stay square at any window size and ×5 lands on exactly 1080p for recording.
Each one is a list of 24×15 character screens concatenated left to right, which keeps columns aligned by eye while you author. An audit script then flood-fills every level from the spawn point using the measured jump envelope and reports ragged rows, one-tile floor holes, impassable columns, over-wide gaps, obstacles hanging inside a jump arc, and low headroom. Hand-authored geometry produces bugs that only automation catches — that script is why all six levels are provably completable without ever pressing run.
Coyote time and jump buffering are layered under the controls where nobody notices them, and every required gap is held to three quarters of what a walking jump can actually clear. It is designed to be picked up by a ten-year-old and a sixty-year-old with the same three keys.
Captured from the live build — the title screen and real play, level by level.





This build is for anyone who wants a complete, finished game rather than a demo loop — and for the studios who want to show they can ship one. The Who-this-is-for section above lists the three cases it fits most directly.
Yes. The full live build is embedded on this page and the Preview button opens it in its own tab. No signup, no watermark, no time limit.
The exact production prompt that built PIP’S QUEST — the art direction, the structure and the engineering notes as they were actually written. It is a one-time unlock in the prompt shop and it stays yours.
That is the intended path. Nothing ships as-is — the template is rebuilt around your brand, your copy and your goals. Start a project and describe what you are building.
Every section listed in the sidebar and in the overview table is built and working in the live preview. There are 6 of them, and each one is described in the Page Sections panel beside the article — expand any row to read what it does.
No. Everything runs in a modern browser on desktop or mobile. Open the live preview and it works.
Every template gets rebuilt around your brand, your copy, and your goals — nothing ships as-is. Tell me what you are building and I will adapt it.
Start a project Open the live template ❱