Independent games / playable ideas

Games with a point of view.

By JTT Games is the dedicated home for playable experiments, game development logs and worlds built with a clear reason to exist.

Current slate

Three different ways to play.

Each game page states the build truth, the current focus and the next useful step. Follow the work without guessing what is actually ready.

Arcade downhill / explorationCore feel in progress
Visual study of a BMX rider descending a coastal concrete channel; not gameplay footage.
Visual study · not gameplay

Signal Coast BMX

A fast, tactile downhill BMX game about reading the line, holding the landing and finding a little style in the space between.

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Medieval slasher / combatCombat direction in progress
Visual study of a lone armoured fighter in a rain-dark stone courtyard; not gameplay footage.
Visual study · not gameplay

Iron Rain: Siege of Blackstone

A brutal medieval slasher about weight, timing and the cost of standing in the wrong place when the gates open.

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Idle RPG / systems experimentPublic web build — last verified 2026-08-10
Visual study of a quiet sci-fi skyline and progression path; not gameplay footage.
Visual study · not gameplay

Neon Legends

A living systems experiment about progression, atmosphere and what makes a small RPG loop worth returning to.

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The method

Build the loop. Play the loop. Then listen.

01

Feel before scale

One good route, encounter or decision is more informative than a wide unfinished world.

02

Readable before loud

Style should help the player understand movement, threat and consequence.

03

Evidence before hype

Development notes show what changed and what still needs to be proven.

Journal / devlogs / field notes

What changed in the build.

AI-assisted game development, animation, systems, feel and the decisions between the screenshots.

Signal Coast BMX6 min

Building a Cel-Shaded BMX Game: Feel Before Features

A development log about downhill readability, landing feedback and finding a visual style that serves the ride.

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Iron Rain7 min

Medieval Melee: Weight, Timing and the Readable Hit

Notes from shaping a medieval slasher around clear intent, impact and recovery instead of animation noise.

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AI game development8 min

“Claude of Duty”: What AI Changes in Game Development

A grounded field note on the viral shorthand around AI-made games, what agents change and what still belongs to the developer.

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Process6 min

The Gauntlet Loop for Game Development

A fresh-context review loop for turning a playable prototype into a clearer, more reliable game surface.

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