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Writing 23 Games in 24 Days (in Rust)

A while ago, I decided to brush up on gamedev. The challenge I set was to make one small game each day, for at least a few weeks.

The games all

I'm making this list mostly for my own documentation, because I had forgotten that I did this. Most of the games are very basic, and some probably shouldn't be called games, but are at least interactive. Some ideas were interesting enough for multiple days. In many cases, Stable Diffusion was used to generate sprites.

Coding in the passenger seat

These are the 23 games I produced during the summer of 2023 (some from the passenger seat of a car).
Most of them can be played on a phone, but some require a keyboard.

July 16

Screenshot

https://ostwilkens.github.io/230716/
A basic roguelite inspired by Vampire Survivors.
๐ŸŽฎ WASD / Arrow keys

July 17

Screenshot

https://ostwilkens.github.io/230717/
A sidescrolling looter shooter. Playing with the idea of generative loot. Item names and stats were generated by an LLM. For item sprites, Stable Diffusion was prompted with the item names and a depth map.
๐ŸŽฎ WASD + Space

July 18

Screenshot

https://ostwilkens.github.io/230718/
A simple reaction time test.
๐ŸŽฎ Touch or click

July 19

Screenshot

https://ostwilkens.github.io/230719/
A test of calling an external web API to display data in Bevy. Images are fetched from https://cataas.com/.
๐ŸŽฎ Keyboard. Type text and press enter.

July 20

Screenshot

https://ostwilkens.github.io/230720/
Whack-a-mole, but with otters. Sprites generated using Stable Diffusion.
๐ŸŽฎ Click or touch

July 21

Screenshot

https://ostwilkens.github.io/230721/
A test of a first-person view and billboard sprites. Codename: Immortal Demons. Because you can't shoot, and thus can't kill the demons.
๐ŸŽฎ WASD + Mouse

July 22

Screenshot

https://ostwilkens.github.io/230722/
An iteration of the game from July 16, testing Bevy's (at the time) new bloom feature.
๐ŸŽฎ WASD

July 23

Screenshot

https://ostwilkens.github.io/230723/
An example of keyboard and touch input for third-person racing. Use arrow keys, or use the screen as a virtual joystick.
๐ŸŽฎ WASD/Arrow keys or touch/click

July 24

Screenshot

https://ostwilkens.github.io/230724/
A basic memory game with a twist. Fancy 3D graphics made with Blender, Figma, and Midjourney.
๐ŸŽฎ Click or tap

July 25

Screenshot

https://ostwilkens.github.io/230725/
Wheel-physics-based platformer idea. I was impressed by the map generated by Stable Diffusion, which was prompted with a hand-drawn depth map and a text description.
๐ŸŽฎ WASD/Arrow keys

July 26

I skipped a day due to travel.

July 27

Screenshot

https://ostwilkens.github.io/230727/
A basic loot generator.
๐ŸŽฎ Click button

July 28

Screenshot

https://ostwilkens.github.io/230728/
Top-down, vertical-scrolling racing test. I wrote a cool flame shader in GLSL for when you're going fast.
๐ŸŽฎ WASD or virtual joystick (touch)

July 29

Screenshot

https://ostwilkens.github.io/230729/
An iteration of the previous day, with CPU vehicles and collision.

July 30

https://ostwilkens.github.io/230730/
Another iteration of the car game. The new feature is dynamic music. Pitch and clarity change based on speed. This is achieved with real-time pitch shifting and fading between two music tracks with different frequency filters.

August 1

Screenshot

https://ostwilkens.github.io/230801/
Pinball, but with really bad physics, and really bad AI graphics.
๐ŸŽฎ Click/tap

August 2

Screenshot

https://ostwilkens.github.io/230802/
This is an absolute masterpiece. You are an otter, and you need to grab the fish. For reasons unknown, you are singing, and the beat is somewhat melancholic.
๐ŸŽฎ Virtual joystick (mouse or touch)

August 3

Screenshot

https://ostwilkens.github.io/230803/
An endless audiosurf-like anti-gravity racer. Avoid the TNT (duh).
๐ŸŽฎ WASD or virtual joystick

August 4

Screenshot

https://ostwilkens.github.io/230804/
An iteration of July 21. New name: "Mortal Demons". The demons can now die, and they shout at you, so you know where they are.
๐ŸŽฎ WASD + Mouse

August 5

Screenshot

https://ostwilkens.github.io/230805/
An uninspired endless jump runner.
๐ŸŽฎ Space/Click/Touch

August 6

Screenshot

https://ostwilkens.github.io/230806/
A test of parametric mesh generation. The shape of the rifle can be adjusted on-the-fly.
๐ŸŽฎ Mouse

August 7

Screenshot

https://ostwilkens.github.io/230807/
An evolution of the previous day's work. The guns look cooler and are more interesting.
๐ŸŽฎ Mouse/Touch

August 8

Screenshot

https://ostwilkens.github.io/230808/
The parametric guns in a first-person setting.
๐ŸŽฎ WASD+Mouse

August 9

Screenshot

https://ostwilkens.github.io/230809/
Another iteration of the previous day, with footstep sounds and sprinting.
๐ŸŽฎ WASD+Mouse, Shift to sprint

Challenge over

That's about it for the challenge. The following are some bonus mentions of longer-running projects.

my-roguelite

Screenshot

https://ostwilkens.github.io/my-roguelite/
A basic roguelite with voxel enemies. Damaged enemies drop their voxels, which are picked up for XP.
๐ŸŽฎ WASD+Mouse

my_fps

Screenshot

https://ostwilkens.github.io/my_fps/
An iteration of the fps gun-generation project. Has multiplayer support, but the server is offline. You can shoot, sprint and strafe jump.
๐ŸŽฎ WASD+Mouse

Joggande Djur

Screenshot

https://ostwilkens.github.io/joggande_djur/
Without a doubt my most graphically polished game. A hot-seat same-keyboard endless runner, last man standing. Meshes were generated with DreamGaussian and animated with Mixamo. Announcer voice generated with ElevenLabs. Music by my good friend Viktor Andersson.
๐ŸŽฎ Keyboard hot-seat, one key per player. Hold key to ready, press key to jump.

Current project: Muckler

Screenshot

When time allows, I work with Viktor Andersson on Muckler. It's a roguelike inspired by games like Diablo and Path of Achra. If it sounds like something you'd like to try out, follow the discord link on the website.

Written 2025-06-22