Phaser 3 · Gamedev.js Jam 2026
Spare Knight

You play an outdated knight protecting one human while the machines decide organic life is inefficient. Tactical roguelike on a 6x6 isometric grid: speed-based initiative, no attack RNG, every choice committed the moment you make it. The exchange math is fully deterministic; the tension lives in souls-like timing reactions where you read the chime and time the strike. Hand-painted Bright Ruins look, somewhere between Don’t Starve and Studio Ghibli. I directed the project, wrote all the code in Phaser 3, and painted every tile and character in Krita on a Wacom tablet over 13 days, with one collaborator on sound and narrative. A post-jam update rebuilt the UI on an atomic component kit with shared tooltips and text-style tokens, after players said the original interface was hard to read.













