My entry for the Rive Game Challenge! 🚀
A fully functional 2D incremental clicker where you manage a grid, harvest resources, and automate an economy to fight a spreading virus.
• Designed with a solid GDD for balanced incremental math & upgrades.
• Grid Mechanics: Plant seeds & collect wood. Beware the dynamic "Rot" hazard that infects healthy tiles!
• Custom AI (Scripting): Smart targeting logic. The Sower plants, Reaper harvests, and Slime hunts the Rot.
• Economy: Reinvest wood to level up helpers for speed & massive Critical Hits.
• Tech Stack: Global state script for grid arrays, Data Binding for real-time UI, and State Machines for seamless animations.
Play it here: https://www.eduxdux.com/game
🕯️ THE MIDNIGHT APOTHECARY
The dead can't speak. Read them.
One night a year, the dead visit Mother Ashgrove's apothecary. They can't speak, so you read the signs they carry, brew the right potion and send them home before midnight. Each soul you help comes back to life for a moment, leaves you a last line and lights a candle.
Some places feel like memories even if you've never been there. For me, an old apothecary at midnight is one of them: candlelight on glass jars, rain against the window, something strange simmering on the fire. This game is that feeling, and a quiet place where the dead can finally be heard.
Rive CLI + Rive Markup: the whole scene written from the command line by my coding agent and refined live in the preview
GPU Canvas: 10 WGSL shaders, including the ghost static and resolve, a real fire, the swirling brew, candlelight, fog, rain, the crystal ball and the room effects
Scripting: 48 Luau scripts run the nights, visitors, stirring and bottles
Data Binding: 1,160 bindings, with data-bound lists for the Ledger and the Gathering
State Machines, events, audio, nested artboards, constraints, bones, blend states and feathering
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🖋️ HUMAN TOUCH
This is my first project in Rive. I designed and directed it over 21 build steps, playing every version and art-directing every prop and character: the haunted shop with its real fire, a candelabra that lights one blood-dripping candle for every soul you send home, a sober velvet witch whose face stays hidden, and 24 visitors who each have their own story and their own bottle.
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🎮 HOW TO PLAY
Find the two signs each visitor carries
Drag the matching ingredients into the cauldron
Grab the ladle and stir three circles
Watch the clock: hints and wrong brews cost time
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🌙 WHAT'S INSIDE
3 nights and 24 visitors, each with their own story, bottle and last line
Visitors who change the room: a flood, frost, a room drained to sepia, a Horseman who can't drink
A grimoire, a ledger of the dead, a raven that follows your cursor, a cat in the basket
Something that knocks instead of drifting… and one last visitor you won't expect
- The video shows the game in action and a glimpse of my agent workflow and code.
Pick a car. Hit the handbrake. Turn the horde into combo points. 🚗💨
Play free: www.animattor.co/zombie-drift (live leaderboard, beat me!)
Desktop (keyboard or gamepad), mobile (gyroscope).
🏆 Top 3 on October 18 get 1 year of Rive Cadet from me. Post a screenshot in comment of your score on X, LinkedIn or here and tag me and Rive.
🚙 Real drift physics. Every car handles differently and is fun in its own way
🔓 Monster truck unlocks once you pass 500,000 points
💨 Drifting to stack combos
🛞 Ramps with slowmo its something, fix your car in repair garage
I started building it right before the weekend. By Sunday I was already beating my own high scores.
Built in Rive with the Rive CLI and Claude. Zombies are animated vectors, the cars are custom vector designs, and the HUD runs on data binding [+ GPU Canvas / Luau]. The whole game is just 2.37 MB.
Drop your score below 👇
Got feedback or something's not working? Let me know.
BUCKSHOT MANOR 🎃
A haunted house. Two barrels. One long night.
Buckshot Manor is a first-person haunted-house shooter built entirely in Rive. You fight through six rooms of ghosts, zombies, wraiths and exploding pumpkins, then face The Watcher, a giant eye waiting in the foyer, and survive until dawn breaks.
How it's made
Rive CLI + Claude Code: the whole game was built by prompting an agent that writes RML markup, Luau scripts and shaders, with rive . live-reloading every change. In the video, one prompt ("make the candlelight ghostly green”). retints the whole house in seconds.
GPU Canvas: the 3D world is a custom WGSL renderer with real-time lights, shadows, fog, bloom and volumetric light, all running inside a Rive file.
Rive Editor, by hand: the HUD, title, death and win cards are real artboards with state machines and data binding. I refined them by hand in the Editor, including recoloring and reframing the haunted portrait that hangs on the walls.
Play it: https://haunted-fps-nms8do.rive.to
Controls: WASD to move, mouse to look, click to fire, F to fire both barrels, R to reload, Q to swap to the axe.