🎲 DeevGames

A game design portfolio, 2013–2026: nineteen games built or designed across bluffing duels, expanding-market auctions, hybrid strategy, roguelites, cozy automation, time loops — and a card game that designs itself.

19games
12built & playable
7designed briefs
13years

What's distinct about this body of work

Nineteen games is enough for signatures to emerge. Read together, these aren't nineteen separate ideas — they're a handful of obsessions, each attacked from several angles.

Self-balancing rules over stat tables

The house style is to find one rule that makes the economy police itself. FORGE's outbid-loser-keeps-their-turn auction taxes desirable cards automatically. Muju's any-enemy-blocks-the-spawn-rectangle turns board presence into economic denial. Spire's no-restack rule kills buff-stacking with zero new subsystems. Lution's loser-decides steal makes every powerful design a liability. Where most designers reach for tuning knobs, these games reach for incentive geometry.

Hidden information, honestly engineered

A thirteen-year thread from Ninja Tanks' indistinguishable move/feint decoys to Muju's hidden build queue over public mining income — an asymmetry chosen precisely so an AI can track beliefs without cheating (particle filters + re-determinized ISMCTS). The telegraphs never lie either: Spire's enemy-intent display and its executed action come from the same function. Deception for players, honesty in the machinery.

The design layer becomes the game

The boldest move in the portfolio: Lution demotes the card game to a scoreboard — the real contest is designing cards under an extinction economy, where every effect ever created is claimed forever and a live LLM opponent designs, judges, and literally codes new cards into the running game. It's the "games as vehicles for alignment intuitions" thread (Palimpsest, the Mage Ladder) made playable.

Balance as an empirical science

Three escalating tiers of rigor now exist: exploit-hunting analysis (FORGE's triangularity audit), structured design audits (Spire's LIGHT/MEDIUM/HEAVY redesign budgets and dual-rated mechanism inventory), and a full headless balance lab (Muju: seeded match runners, adversarial probe bots, confidence intervals, a judgment log). The lab found real engine bugs, not just numbers — the instrument pays twice.

Time as a first-class material

Calendar-structured maps where the reinforcement shop always lands before the boss (Spire). A week that loops while knowledge persists, and losing makes you luckier next run (Mythgarden). Damage that heals unless converted to a kill this turn (Muju). Designed-but-unbuilt: inventory with half-lives, decay spent as mana (Halflight), piece strength keyed to move recency. Time isn't a clock here; it's a resource, a bet, and a forgiveness mechanism.

Engines are pure; content is data

Every modern game keeps a headless, seeded, pure-function engine under a thin UI — which is why replays, idle simulation, honest AI, and empirical balance all come cheap. Content lives in data: 55 CSV world-snapshots (Mythgarden), schema-validated scraped creatures (Spire), a declarative atom language that an LLM compiles cards into (Lution), machine-verified puzzle levels (LUMENGRID).

Built & Playable

Twelve games with working code — from a 2013 Rails site to a 2026 card game with a live LLM opponent. Filter by what interests you.

🥷

Ninja Tanks

2013 · Rails + jQuery · shipped at deevgames.com
Shipped
Theme: dueling tanks in the dark — every move might be a lie

A two-player simultaneous-action artillery duel on a 3-zone track. Cards play as Move, Feint, or Fire; after any maneuver your opponent sees translucent ghost tanks for both possible positions. Even overheating damage can be faked. Wrapped in a full community site with matchmaking, guest accounts, and a chat thread that doubles as the game's narrated action log.

move/feint decoysfake damage tokensposition-gated shotssimultaneous resolutionserver-side dry-run validation
Why it's interestingDeception is threaded through every subsystem, not bolted on — the earliest and purest statement of the portfolio's hidden-information obsession.
🃏

FORGE

React/TS · playable hot-seat · 82 cards, 7 factions, 2 full art sets
Playable
Theme: dark cosmic horror with alchemical symbolism — or, one toggle away, a kids' cartoon

Two players bid astrological symbols from a closed, non-renewable budget on cards in an unbounded grid that expands wherever cards are bought. Every purchase can be contested: counter-bid at cost+1, final-bid at cost+2 — and if you're outbid, you keep your turn. Burn cards for free to leave permanent adjacency-blocking ruins. Nearly all victory points are conditional and scored only at game end.

counter-bid auctionexpanding market gridburn-to-ruins denialclosed 16-symbol economyend-game conditional VPfull reskin architecture
Why it's interestingThe retained-turn auction makes efficient cards tax themselves — a validated balance triangle (efficiency ↔ contesting ↔ synergy) emerges from one rule. And the horror↔cartoon skin swap reskins the entire game without touching mechanics.
⚔️

Muju Hono Tanka

React/TS · full rules + AI + balance lab · vs-AI, pass-play, AI-vs-AI
Playable
Theme: six elemental cultures — Japanese fire, Swahili lightning, Norse water, Turkish shadow, Andean plants, Lakota metal

Go × Chess × StarCraft on a 10×10 grid. Each turn: place units, spend six action steps moving/fighting/mining, then secretly queue new units. Your spawn zone stretches from your corner to any unit you anchor it on — but a single enemy inside blocks it entirely. Cells hold five resource layers; a unit's mining stat is its rope length. Its AI plays hidden information honestly: belief particles over your secret queue, re-determinized Monte Carlo search, and a public "AI recap" of its reasoning.

place → act → queue turnsspawn-denial territorywell/rope miningdamage as defense erosionhidden queue, public incomeISMCTS belief AIheadless balance lab
Why it's interestingThe deepest systems game here, and the most scientifically studied: its balance lab (probe bots, confidence intervals, judgment log) proved the element graph is load-bearing and found two real engine bugs the tests had missed.
🗡️

Oracle of Delve

React/TS · V0 combat prototype + spec through V3
Prototype
Theme: fast portrait-mode dungeon dives — die or win in ten rooms

A mobile-first roguelike designed for 5–10 minute runs: elemental combat, draft one gem of three between rooms, choose hard paths for better rarity, boss at room ten. Enemies show when they'll act on a visible timeline but never what they'll do — behaviors are learned by observation. Only the V0 combat core is built, but its real legacy is a rigorous layout-invariance testing methodology (pixel-level geometry assertions, reserved space for conditional content) now used portfolio-wide.

visible timeline, hidden intentpath-gated raritystat-mods-first gem ladderpure-function combat enginelayout-invariance tests
Why it's interestingA case study in shipping the smallest version that answers a real question — and in a prototype whose testing discipline outlived its gameplay.
🏰

Might & Magic: Spire

TS monorepo PWA · 3 factions, 3 acts, 42 creatures, 68 spells, 67 artifacts
Playable
Theme: HoMM3 with the serial numbers filed off — one hero, no town, an endless spire

A roguelite where your army of creature stacks is your life bar: no per-fight HP resets, just attrition across a seeded run. Climb a calendar-structured map (one node = one day, acts = weeks, the weekly reinforcement Muster always lands right before a Monday boss). Two-rank battles with the classic attack/defense damage curve, budgeted retaliation, and a stat trinity where speed becomes dodge, luck becomes crit, and morale becomes extra actions — unless your undead army locks morale to zero and leans on luck instead.

army-as-life-barcalendar mapnecromancy compoundingspeed→dodge / luck→crit / morale→actionsno-restack rulehonest telegraphsseeded determinism
Why it's interestingBuilt by retiring a working Slay-the-Spire clone mid-project — and balanced by document: a LIGHT/MEDIUM/HEAVY redesign budget, an S–F audit of imported content, and named-lever constants where one number (max boss dragons: 2) moved win rates from 4% to 59%.
🧬

Lution

Vanilla TS + Anthropic API + Agent SDK · 47 cards and growing
Playable
Theme: a card game as a living legal system — "every law you write will someday be enforced against you"

The deck designs itself. After each inner game, both players — you and a live Claude opponent — blind-design one new card each; an agent then writes the card's code into the running game, gated by tests. The loser decides the round's fate: KEEP (both designs survive) or STEAL (a two-pick raid where spurned designs are destroyed, stealing back your own creation executes it, and up to four cards can go extinct at once). Every effect ever designed is claimed forever, so simple ideas are land-grabbed early and late rounds turn baroque.

self-expanding deckextinction-engine keep/stealdesign-space land-grabLLM judge (semantic dupes, no-deixis)atoms → new atom → bespoke code ladderdeterministic replay persistence
Why it's interestingThe most original game in the portfolio: the card game is just the scoreboard — the design round is the game. It's also a working laboratory for LLM-native play: prompt-injected sabotage was caught and refused, agent guardrails were learned the hard way, and the whole card language is a validated AST an LLM compiles against.
🌱

Mythgarden

Django + React · deployed at mythgarden.ashkie.com
Live
Theme: Stardew Valley × Groundhog Day — the same quirky week, forever

A time-loop farming RPG: farm, fish, mine, and befriend villagers through one repeating Monday-to-Sunday week. Score is money times hearts — lopsided runs can't win. When the loop resets, your knowledge, achievements, and boost level persist; and if you fail to beat your high score, your luck stat rises instead, improving the odds of finding the rule-bending magical mytheggs. The whole world — 182 items, 205 dialogue lines, villager schedules — lives in versioned CSV snapshots.

time-loop meta-progressionmultiplicative score (koin × hearts)loss-compensating luckknowledge unlocksopt-in difficulty multipliersCSV world database
Why it's interestingThe portfolio's first fully deployed, server-authoritative game — and its kindest design: losing literally makes the next run luckier.
🧚

Leyline Garden

Phaser 3 + TS · core loop complete, ~225 tests, all-procedural pixel art
Playable
Theme: a fairy, a garden, and the quiet satisfaction of a well-drawn supply line

A cozy idle/automation game on a two-layer isometric world — sunlit surface, crystal-veined underground, connected by holes you dig. You can carry exactly one thing at a time, which is the whole point: the game is graduating from hand-delivery to drawing leylines along which resource motes flow to source plants, transmute plants, and an endgame portal. Day/night lighting, weather that feeds crops, and a full idle simulation that greets you back after time away.

carry-one constraintleyline mote routingsource → transmute chainstwo-layer iso worldidle/away simulationprocedural pixel art
Why it's interestingMini-Factorio in a cozy skin: the player's physical limitation is what makes automation the core verb — and the sim/render split keeps a pure engine under the Phaser shine.
🪨

Rock Stars

React · offline, no backend · five decks + a periodic-table mode
Playable
Theme: geology facts as collectible mastery — closed sets a kid can fully conquer

A tablet-friendly quiz app for kids: Mohs hardness, mineral formulas, geologic time, rock families, ores & metals — each deck playable as flip-card training or multiple-choice tests with same-deck distractors and a review list. Best scores persist per deck and direction; perfection earns a crown. Quietly grew an entire periodic-table gauntlet mode beyond the original scope.

data-driven decksreversible cardstraining vs test modesmastery crownsWikimedia image pipeline
Why it's interestingThe household-utility lane, shipped cheap and disciplined — proof the portfolio's data-driven content patterns scale down as well as up.
🔦

LUMENGRID

Jul 2026 · single-file React artifact · 2 worlds × 10 levels
Shipped
Theme: light as logic — route, split, filter, and mix beams to exact colors

A laser-routing puzzle where color is a bitmask: red OR green reads yellow, on-screen and in the engine alike. World 1 teaches mirrors, splitters, filters, and linked toggles; World 2 inverts the problem with composite glass (subtractive logic) and poison beams — overfed sockets fail, so the solve becomes diverting the surplus. All twenty levels are machine-verified solvable-but-not-pre-solved by a standalone Node script.

bitwise-OR color engineSVG screen-blend beamsexact-match targetsexcess-as-hazardautomated solvability verifier
Why it's interestingThe verifier pattern — prove every shipped level honest by machine — generalizes to any deterministic puzzle or procedural content, and belongs in every future game's CI.
💡

Lumen Works

Jun 2026 · single-file React artifact · 5 levels + sandbox
Superseded
Theme: a miniature Factorio about the primary colors of light, in synthwave-lab neon

LUMENGRID's predecessor: grid-based live beam simulation with mirrors, prisms, and a multi-input combiner, targeting exact colors where over-mixing fails. Mechanically superseded, but its sandbox mode and combiner never carried forward — a documented reminder that successor games shed good ideas unless you audit the predecessor.

live beam simulationmulti-input combinersandbox modeexact-color solves
Why it's interestingThe portfolio's cautionary tale about iteration loss — and the seed that Leyline Garden later grew into a full cozy-automation game.

Hexagon Maze

Sep 2024 · small React component
Sketch
Theme: a honeycomb, a sequence, a start

A honeycomb grid where you click cells in numbered sequence. Mechanically thin, but historically significant: the origin of the "code me up a puzzle in React" collaboration pattern, and the axial-coordinate hex rendering code still waiting for a hex tactics game to claim it.

axial hex coordinatessequence puzzles
Why it's interestingEvery portfolio has a first sketch; this one left reusable hex math behind.

Designed, Not Yet Built

Seven briefs with real design work behind them — art direction, mechanic taxonomies, validation ladders, card lists. Several are now dramatically cheaper to build than when they were written, because the shipped games above already contain their hardest infrastructure.

☢️

Halflight

Jul 2026 · fully art-directed · standing request for a prototype
Designed
Theme: purchasing power as radioactive decay — a shop where the inventory is always dying

A Moonlighter-style delve-and-shop loop with one twist that changes everything: every gem has a condition-dependent half-life. Stock decays on the shelf; stacking hot gems risks critical mass; a gem's remaining decay can be spent as casting mana. Fully art-directed down to a pixel-art fold-out poster with a decay-map taxonomy. The one project with an explicit prototype request already on file.

decaying inventoryheat / critical massdecay-as-manaday-loop shop sessions
Why it's interestingEvery run becomes a resource-curve puzzle — and Spire's run scaffolding plus Mythgarden's shop-loop thinking make this mostly an assembly project now.
🪜

The Mage Ladder

Apr 2026 · ten-rung research ladder with per-rung validation tests
Designed
Theme: Mage: the Ascension where two players in the same scene see different realities

An LLM-as-game-engine research program: ten prototypes from a coin-flip narrator (can one bit of entropy be made to matter?) up to a full text-only Mage engine that parses free-text intent, validates it against Sphere mechanics and local consensus reality, scores Paradox risk, and narrates through each character's paradigm filter. Named failure modes: the yes-to-everything narrator and the tyrannical reviewer.

intent parser / rules validator splitparadigm-filtered narrationpersistent world-stateNPC agent loops
Why it's interestingThe central question — can players discover interactions the designer never anticipated, adjudicated consistently? — and Lution has already shipped its hardest infrastructure: live LLM calls in a game loop, LLM judges, validated ASTs as output languages.
📜

Palimpsest

Mar 2026 · GDD written to read like its own subject matter
Designed
Theme: a values-alignment game wearing Homestuck mechanics — revisions bleeding through the text

Four prototype-ready mechanics: Layerlink (chat with two revisions of the same character at once — one degrading, one who doesn't know you), Peeling (scrape scenes back to earlier revisions at a Fidelity cost), a personality parser with its own character, and Annotation — write messages to "the Author" and watch an actual LLM misinterpret them. The alignment gap is the gameplay.

Layerlink dual-revision chatPeeling / Fidelity costcharacterful parserAnnotation
Why it's interestingThe purest expression of the games-for-alignment-intuitions thread — and a natural side-quest on Lution's existing LLM infrastructure.
🧚‍♀️

Garden Guardians

Jan 2026 · card list + action verbs sketched
Designed
Theme: fairies defending a garden with illusion and care, never violence

A two-player co-op deckbuilder for phones, built for 10–20 minute turn-based sessions between two parents around the kids. Aeon's End lineage, deliberately combat-free: nurture plants, guide hungry animals elsewhere, pull weeds. Sacrifice economics — feed doomed plants to animals to protect the high-value crops. First-prototype card list already sketched.

co-op deckbuildingnurture / guide / weed verbssacrifice economicsasync two-phone play
Why it's interestingHighest household-utility-per-line-of-code in the queue — and Mythgarden has since proven the hosted, server-authoritative path this game needs.
🎵

Resonance Roguelike

Jan 2026 · ~2,500-word spec
Designed
Theme: sociology as a rhythm game — interaction rituals rendered in geometry and sound

Randall Collins' Interaction Ritual Chains theory as a rhythm roguelike: geometric beings grow through social encounters staged as musical synchronization challenges, accumulating emotional energy — the theory's own resource — from every successful sync.

rhythm-sync encountersemotional energy resourcetheory-derived progression
Why it's interestingThe most distinctive theme in the queue: a real sociological framework as the literal game economy.
♟️

Elemental Magic Chess & Dynamic Piece Strength

2025 · phased Canvas/Pixi plan · TS interfaces drafted
Designed
Theme: chess, but the pieces remember — and burn

Two related sketches. Elemental Magic Chess layers elemental effects and spectacle over standard chess. Dynamic Piece Strength is a mechanic in search of a game: pieces gain or lose power by move recency — exhausted (−25%) after moving, prepared (+15%) for waiting, rusted for idling too long, energized by power-ups — making tempo itself a per-piece stat.

move-recency statuseselemental chess effectstempo as a stat
Why it's interestingThe recency taxonomy pairs naturally with Halflight's decay theme and Muju's action economy — a free-floating mechanic waiting for its host.
🔮

Blind Loyalty & Hex Strike

c. 2013 · designed board games; database slots reserved, never built
Designed
Theme: the two ghosts of the original board game company

The 2013 site's rules engine reserved slots for three games; only Ninja Tanks shipped. Blind Loyalty and Hex Strike remain names with lost designs — though Hex Strike's name promises the hex-grid tactics itch nothing in the portfolio has yet scratched, and the axial-coordinate hex code already exists.

unknown — designs predate the repohex tactics (implied)
Why it's interestingThirteen years of standing invitation: the oldest open loop in the portfolio.

Directions worth pushing further

The synthesis suggests where the next game should lean — not by starting fresh, but by combining assets that already exist.

01LLM-native play, hosted

Lution proved a live LLM can be an opponent, a judge, and a content compiler — but it lives on a local dev server. Hosting it (or building the Mage Ladder / Palimpsest's Annotation on its atoms-and-agents substrate) would put the portfolio's most original work in front of other humans. The design question worth chasing: what else becomes a game when the design layer is the contest?

02Decay and time as the next core resource

Halflight is the standing request, and it's cheap now: Spire's seeded-run scaffolding + Mythgarden's day-loop shop + the dynamic-piece-strength taxonomy as gem states. A decaying-inventory roguelite would extend the portfolio's time-as-material signature into its purest form — every run a resource-curve puzzle.

03The tactical convergence

Three assets are circling one game: FORGE's dormant army-export hooks, Muju's tactics engine and belief AI, and Spire's stack-combat engine. A Skirmish/Hex Strike tactical layer — possibly on the hex grid waiting since 2024 — would close the AZAD MINOR loop and finally cash the portfolio's oldest promissory notes.

04Co-op for two — the unfilled lane

Every multiplayer game here is adversarial. Garden Guardians (two-phone co-op, combat-free, session-friendly) is the one brief targeting the household's actual play context, and Mythgarden's deployed Django stack removed its biggest unknown. Cozy is proven solo (Leyline); co-op cozy is the gap.

05Balance science as a product feature

The Muju lab and Spire's audit ladder are internal tools today. Pushed further, they become player-facing: daily seeds with published fairness stats, an in-game "why the AI did that" layer (Muju's recap, Lution's code reveal), or a design-your-own-content mode where the machine-verification pipeline is the guardrail. The infrastructure for trustworthy UGC already exists here.

06One discipline to adopt everywhere

LUMENGRID's solvability verifier — prove every level or generated batch honest, by machine, in CI — is the single cheapest practice not yet standard across the portfolio. Whatever gets built next, this goes in on day one, alongside the pure seeded engine and the napkin-and-judgment-log habit that made the multi-agent build waves work.