I finished 6 JavaScript games… and decided to sell them (with full source code)
For a long time I had multiple small game projects sitting around at like 70–80% done. You probably know this situation where the core idea works, gameplay is there, but polish, fixes, and "final p...

Source: DEV Community
For a long time I had multiple small game projects sitting around at like 70–80% done. You probably know this situation where the core idea works, gameplay is there, but polish, fixes, and "final push" never happens ... And since I have some times on my hands I said ok… let`s finish them and if I still finish them anyway… why not also sell the source code? So that’s what I did. Why no frameworks? One important rule I gave myself from the start: Everything must be written in pure Vanilla JS. No frameworks. Yes, I know — using a framework would make some things easier: asset loading or state management or rendering helpers. But the goal here was different. I wanted to prove (mostly to myself) that you can build full games in the browser with your own mini-engine, no dependencies. The only APIs I used: Web Audio API (for sound) and TSS (only in one game) That’s it. Challenges I ran into: 1. Mobile performance (particles are evil and annoying but a must :) ) One of the biggest problems I r