HTML5 games ready
to license.
Six games from our arcade, each self contained: no third party art or fonts, procedural audio synthesised at runtime with not one sound file shipped, and built touch first from the first line of code rather than adapted for it afterwards. Every game ships as one zip with index.html at the root, ready to run in a portal iframe or on your own domain. Play is seeded and deterministic, so a run can be replayed exactly from its seed, and a headless test harness can drive a full session without a browser. Ad adapter hooks are already wired for a pause and mute around a video break.
Six games, playable now.
Play each one before asking about a licence. Every zip is under 100 KB, so the technical load on a portal or a page is small whichever way you licence it.
Lolly Jar
A merge-and-drop game set in a school fete lolly jar, with a fifteen level ladder in front of an endless mode so a new player has a target on the first run.
Play the demo →
Lost Property
A match-3 game with a cascade effects budget tuned so a big chain reaction stays readable and does not overload the audio mixer.
Play the demo →
Swoop
An auto-battler where one-thumb steering is the entire control scheme, with a three-card level-up screen between waves.
Play the demo →
Lunchbox Ruler
A swipe-to-slice game where a parked blade cuts nothing, so the stroke itself, not just its position, is the weapon.
Play the demo →
First Day
A Lemmings-shaped office comedy: assign jobs to a marching crowd of interns while the office freezes so you can decide, a thinking game playable with one thumb.
Play the demo →
Pin The Tail
One tap, a spinning target, and your own previous throws become the hazard, so a run gets harder because you played well, not because a number went up.
Play the demo →You are licensing a game plus a runtime.
Every game in the pack is built on the same shared runtime, so this list is true of all six, not a feature of any one of them.
- Seeded, deterministic play. A seed injected at start reproduces the same run, which supports things like a daily challenge that is identical across players and devices.
- A headless test harness. Any game can be driven against a synthetic session with scripted play policies, with no browser and no human required to check a build still runs after a change.
- Procedural audio, zero sound files. Every effect and every music line is synthesised in the browser. There is no
.mp3,.ogg,.wavor licensed font anywhere in the runtime, which removes the third party audio and font licensing question entirely. - One input system for keyboard, mouse and touch. Held keys, a virtual stick from a drag, and a tap-versus-drag distinction handled once, centrally, rather than per game.
- Reduced-motion aware effects. Screen shake, flashes and hit stops are gated on the visitor's own motion preference.
- The loop, pause and cards handled for you. Instant restart, ready and game-over cards, scoring and best score, namespaced local persistence, an immersive mode with in-stage pause and exit, a screen wake lock, and pause on both a hidden tab and a lost window focus.
- Ad adapter hooks already wired. A pause and mute around a video break, restoring whatever mute state the player had before rather than forcing sound back on.
- A portal adapter already written. The runtime already wraps the CrazyGames and Poki SDKs behind one interface, so an ad break is requested, muted and timed out the same way regardless of which portal is hosting the game.
Two things the runtime does not include yet, said plainly rather than left for you to discover: there is no localisation of any kind, every player-facing line is English, and there is no on-screen pause or mute button inside a portal iframe on a phone, only a keyboard shortcut. Both are known and can be scoped as paid work if a licence needs them.
Four ways to license, one page of prices.
All prices are in US dollars. A written licence covering the terms below is provided on request before anything changes hands.
| Licence | What is included | Modifications | Territory | Term |
|---|---|---|---|---|
| From USD 500per game, non-exclusive | The built game zip, ready to run. Source code is not included at this tier. | Configuration already exposed by the game (colours, name, copy strings) only. No source, no structural changes. | Worldwide, non-exclusive: we may license the same game to others at the same time. | Perpetual for the delivered build. A future rebuild or new feature is a separate agreement. |
| From USD 2,500per game, exclusive | The built game zip, and the source code for that game, on request. | Full modification rights over the source you receive, including reskinning and rebalancing. | Worldwide exclusive, or a named market or platform if you would rather keep the price down. | Set out in the written licence: typically a fixed term or a market-defined exclusivity, agreed before signing. |
| Askfull catalogue | Multiple games licensed together. Each game's terms (exclusive or not, source or not) are set individually inside the one agreement. | Per game, as negotiated. | Per game, as negotiated. | Per game, as negotiated. |
| Askwhite label arcade | The shared runtime described above plus a set of games, configured to run under your own brand and domain rather than as separate single-game licences. | Full, under the written licence. | As negotiated. | As negotiated. |
Four steps, and you always know where you are.
Play the demo
Open any game from the pack above and play it the way your own players would, on a phone if that is where your audience will be.
Ask for the licence text
Tell us which game or games, and which tier. We send the written licence for that combination before any payment is discussed.
Pay
Payment is agreed and made against the signed licence, not before it.
Receive the zip
You get the build, and source code where the licence includes it, ready to deploy on your own domain or submit to a portal.
Publisher SDK integration for CrazyGames, GameDistribution, or a custom adapter for a platform of your choice, is available as part of the exclusive tier. The runtime already wraps the CrazyGames and Poki SDKs, so most of this work is configuration rather than a build from nothing.