I built a multiplayer Air Hockey game from scratch with Scripting in Rive! My favorite features: •I built a multiplayer Air Hockey game from scratch with Scripting in Rive! My favorite features: •
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I built a multiplayer Air Hockey game from scratch with Scripting in Rive!
My favorite features:
• Multi-Touch enabling local multiplayer
• Responsive layout
• Dynamic player data (Name, Colours)
• Reactive animations
• Power-up mechanics that give players an advantage
• Time-out mechanics to keep players on their toes
• Runs anywhere!
This is phenomenal! Building a multiplayer Air Hockey game with Rive Scripting is no small feat — multi-touch, reactive animations, and dynamic player data all in one. Would love to try it!
Sunny Rock — Cinematic Paris Travel Website | Creative Web Development
Experience Paris through Sunny Rock, a cinematic travel website concept designed to combine immersive visuals, elegant UI/UX, and interactive scrolling into a premium digital experience.
This self-directed project explores modern web design through cinematic imagery, scroll-driven animations, glassmorphism, smooth transitions, and responsive layouts.
🛠️ Technologies & Skills
HTML5 & CSS3 — Semantic structure, modern styling, and responsive layouts
JavaScript (ES6+) / TypeScript — Interactive behavior and animation logic
React.js — Reusable components, hooks, and state management
Tailwind CSS — Utility-first styling and responsive design
HTML5 Canvas API — 2D rendering for visual effects and image sequences
Scroll-Driven Animation — Frame-by-frame image sequences synchronized with scrolling
requestAnimationFrame & Linear Interpolation (Lerp) — Smooth animation updates
VELOCITY turns a single drop of water into a hero launch for audio products. Built using the SVGator MCP and designing the products manually with Blender, the template pours water onto any headphone image and floods it into shape, because water takes the form of whatever it fills. That fluidity is the point: creators can swap the product render, brand colours and copy while the animation stays the same, making it ideal for product drops, colourway launches and pre-order campaigns.
Water taking the form of whatever it fills is a gorgeous concept for a launch template, Prajin. Pouring water over a headphone image and flooding it into shape is the kind of fluid drama that stops the scroll. Swapping renders while the animation stays the same is clever engineering too.
$15,000 from one browser game takes 1 to 15 million plays.
I did the math because my first web game, built with Claude Code, went live on CrazyGames today.
Bolt Pit is a Three.js arena shooter. It has earned $0 so far, because CrazyGames keeps ads off during the Basic Launch test, which runs until November 5.
Only games with good numbers get a Full Launch, and that's where the ad revenue share starts.
The formula:
Revenue = sessions × ads per session × eCPM ÷ 1,000 × your share
eCPM is what advertisers pay per 1,000 ads. CrazyGames allows at most one midgame ad every 3 minutes. The share isn't public, and reports range from 40% to 60%, so I used 50%. The rest are my assumptions, based on reported ad rates:
Low: 1 ad per session, $2 eCPM = $1 per 1,000 plays. You need 15 million plays.
Mid: 2 ads, $5 eCPM = $5 per 1,000 plays. You need 3 million plays.
High: 3 ads, $10 eCPM = $15 per 1,000 plays. You need 1 million plays.
One developer reported about €1.20 per 1,000 CrazyGames plays across eight older games. That's the low case, so I plan around the middle at best.
Is 3 million plays realistic?
CrazyGames reported 320 million play sessions a month this October. Poki says it has 100 million players a month. The players exist. Retention and session length decide which line you land on.
That's the bigger reason I'm here. I have Unity games in progress that were meant for the App Store. On the App Store, I'd only find out if people come back after paying for players.
So the new plan is web first, App Store later:
Launch on CrazyGames and Poki, where test players are free.
Tune retention and session length on real data.
If a game becomes a hit on the web, take it to the app stores.
Both portals' exclusivity rules cover only the web, so the app stores stay open.
I'm also skipping CrazyGames' exclusivity bonus. It pays 50% more for two months if your game stays off other web portals, and I want to test on Poki too.
Getting a Claude Code build accepted took six fixes, including a static build, relative paths, no Google Fonts and cutting the size from 20.5 MB to 12.4 MB. One known bug is still live: on landscape phones the start button sits below the fold.