top of page

Direct-Link Game Prototypes: Accessing the Gizmagora Archives

Welcome to our clinical testing environment. Explore experimental HTML games and provide diagnostic feedback to aid in our creative development process.

Game Prototypes

Experimental builds and diagnostic modules from the Habaskin Station universe. Explore the mechanics and provide feedback below.

Prototype 1

Orbital Sentinel

A high-speed survival prototype exploring caustic lighting and vector physics in a clinical, technical environment.

Prototype 2

Line Defence

First-person diagnostic module designed to stress-test UI responses and lore-based interactivity for the creative studio.

Prototype 3

Pulse Tower

A high-speed survival prototype exploring caustic lighting and vector physics in a clinical, technical environment.

Prototype 4

Tempo Barrage

First-person diagnostic module designed to stress-test UI responses and lore-based interactivity for the creative studio.

Gen 1

Tile Gen 1 Versions

1. Post-apocalyptic wasteland generator

Sparse cellular noise, debris scatter, cracked concrete, scorched ground, rusted metal, radiation zones, makeshift barricades, and rubble.

​

2. Generation dashboard

Adjustable width and height from 16 to 64 tiles, editable seed, random seed generator, regeneration button, and reset controls.

 

3. Four working genre presets

Wasteland, Forgotten Dungeon, Alien Biome, and Neon Megacity. Each uses its own generation logic, palette, tile definitions, and algorithm description.

 

4. Game-development exports

Download high-resolution PNG maps rendered at 64 × 64 pixels per tile, or copy the row-major JSON grid array for Godot and Python workflows.

Gen 2

Tile Gen 2 Versions

1. Procedural generation dashboard

Adjustable 16×16 to 64×64 grids, editable numeric seeds, random seed generation, regeneration animations, and tile boundary controls.

 

2. Four environment profiles

Wasteland, Underground Shelter, Toxic Marsh, and Scrap City. Each profile changes its palette, terrain weights, generation rules, and tile legend.

 

3. PNG export

Downloads the current map as a PNG at four times the preview resolution, with pixel-art rendering preserved.

 

4. JSON map export

Copies the numeric grid along with the seed, dimensions, environment, and tile legend. The grid is a nested array suitable for adapting to Godot TileMaps or Python game tools.

 

5. Responsive interface

Dark industrial styling, olive and rust accents, diagnostics, tile legend, and a layout that adapts to phones and desktop screens.

Gen 3

Tile Gen 3 Versions

Generator controls

16–64 tile dimensions, editable seeds, debris density, radiation settings, and highway layouts.

 

Four terrain genres

Wasteland, dungeon, overgrown forest, and sci-fi, each with distinct palettes and terrain rules.

 

High-resolution PNG

Export at 16, 32, 64, or 128 pixels per tile.

 

JSON map export

Copy the grid, seed, dimensions, genre, and tile ID legend for game development.

character Gen 1

Character Gen 1

  • Layered procedural rig — every character is built from one seeded model (body, head, outfit, gear, palette) and every frame in every direction is drawn from that same rig. Directions come from rotating the rig's 3D-ish skeleton with painter's-algorithm depth sorting, never from rotating a finished sprite — so asymmetric gear like a left-shoulder pad stays on the correct side as the character turns.

  • ​

  • 8 directions × idle + walk — compass d-pad, 16-combo coverage matrix, real discrete Canvas frames (not a sliding static sprite), with play/pause, frame stepping, speed, loop toggle, frame counter, and a clickable frame inspector strip.

  • ​

  • 6 genre configs (wasteland default, fantasy, sci-fi, cyberpunk, horror, tactical) as modular objects — palettes, component pools, grime, glow, walk feel all change per genre, and new genres plug in without touching the engine.

  • ​

  • Seeded determinism — same seed + settings reproduces the exact character and frames (verified in testing); playback/zoom/background never alter the design.

  •  

  • Export that means it — PNG sprite sheets in 5 layouts (animation rows, direction rows, separate sheets, per-direction, compact grid) with padding/scale/label options, individual frame PNGs, and Copy Animation JSON with the actual frame coordinates, pivot, and ground anchor. Presets save to localStorage, export/import as JSON files, plus a 12-deep recent history.

Sfx 1

Retro SFX Lab

  • 7 sound presets: Coin/Pickup, Laser/Blaster, Jump/Thrust, Explosion/Impact, Power-Up, UI Select, and Hit/Damage.

  • ​

  • Synthesizer controls: Square, sawtooth, sine, triangle, white noise, and pink noise, plus frequency slides, attack/sustain/decay, low-pass filtering, vibrato, and bitcrushing.

  • ​

  • Retro arcade interface: Dark cyberpunk styling with neon accents, a live waveform scope, and an output-level meter.

  • ​

  • Mutate and Randomize: Generate variations for experimentation and sound design.

  • ​

  • WAV export: Choose 16-bit PCM or 32-bit floating-point WAV for use in Godot, Python, and audio or video editors.

  • ​

  • Keyboard shortcuts: Space to play, M to mutate, R to randomize, and W to export.

sfx 2

Retro Game Sound Effect Generator

  • Featuring cyber-arcade styling, live Web Audio synthesis, visualizer canvas, preset library, parameter controls, WAV export, and sound history.

Level/Map Generator

Level/Map Generator

  • What's included

  • Four map generators: Arena, Tower Defense, Lanes (3–7), and Maze.

  • Deterministic seeds: Generate the same grid from the same seed and settings, with controls to load, copy, and randomize seeds.

  • Map validation: Checks connected walkable areas, protected spawn points, lane continuity, and a single unbranched Tower Defense route.

  • Custom tilesets: Upload a PNG sprite sheet, set the source tile size, and map sprite indices to the seven tile types.

  • Exports: Download the rendered map as PNG or export a JSON file containing the grid, spawn points, path waypoints, dimensions, settings, validation results, and timestamp.

  • Responsive arcade UI: Dark styling, canvas rendering, generation statistics, and a tile legend.

2D arcade level/map generator

2D arcade level/map generator

  • Features Built-In:

  • Fully Self-Contained: Zero external scripts, CSS frameworks, or CDN calls. Works 100% offline and when opened directly via file:// or embedded in Wix/iframe.

  • Deterministic Seeded PRNG: Uses an Xmur3 hash generator paired with Mulberry32 PRNG. Entering the same seed produces pixel-identical maps.

  • Four Arcade Map Modes:

  • Arena: Open combat field with scattered obstacle clusters and guaranteed player spawn point connectivity.

  • Tower Defense: Guaranteed continuous enemy path from spawn to base with buildable side turret slots.

  • Lanes: Multi-lane layout (3 to 7 lanes) with per-lane spawn points and wall dividers.

  • Maze: Recursive backtracker corridor maze with isolated pocket prevention.

  • Automated Validation: BFS flood-fill guarantees playability before rendering.

  • Tile Rendering & Custom Sprite Sheets: Built-in procedural retro arcade tileset plus user PNG sprite sheet upload capability with tile mapping.

  • Robust Export: Instant JSON export (fully parseable by JSON.parse) and high-resolution PNG snapshot download.

Sfx 1

SFX Synth Tap-Out

  • 7 presets, one tap each: UI click, tile snap, the tap-out whoosh, Fibonacci strike clang, ready chime, hurt, lattice spawn. Tapping a preset arms it and plays it.

  • 4 tweak sliders: pitch, decay, drive (distortion), bit-crush. Everything runs through real DSP — oscillators, filtered noise, wave-shaper drive, quantization crush.

  • MUTATE button randomizes the sliders for happy accidents.

  • WAV download renders the current preset offline and saves a real 16-bit WAV you can drop straight into Godot.

  • Live oscilloscope so you can see what you're hearing.

sfx 2

Sprite Forge Tap-Out

  • Featuring cyber-arcade styling, live Web Audio synthesis, visualizer canvas, preset library, parameter controls, WAV export, and sound history.

Dev Logs

Version 0.4.2 [Internal Stable] - Integration of physics-based gravity shifts and experimental input mapping for Habaskin Station prototypes. Current build focuses on latency reduction and caustic shader optimization for titanium textures. Feedback on interaction responsiveness is highly encouraged.

Feedback type
Bug report
Performance issue
Gameplay feedback
UI/UX feedback
Other
Severity
Critical
High
Medium
Low

Developer Notes & Feedback

These prototypes are strictly for internal review. We are currently focusing on input latency and physics engine stabilization. If you encounter any diagnostic errors, please record the log and reach out via the creative studio direct link. Your feedback on the 'Habaskin' atmosphere is crucial for our Q3 roadmap.

bottom of page