JELLYBEANSS guy
I'm making a ultrakill like game go check it out!

Glyphwright — ASCII Level & Art Editor
An ASCII level editor for game rooms on a monospace grid: # walls, P metal pillars, . floors, S spawn, E exits, doors, stepped and smooth stairs, typed hazards (lava, poison, vertical/horizontal lasers), typed enemy spawns (grunt/flyer/heavy/boss), weapon pickups and terminals. A live build check names every tile, reports stair direction/height, and warns when a spawn or enemy sits in a hazard. The board now auto-fits the whole room on screen (both axes) and the ASCII output panel is collapsible; maps export as aligned text or .json.

Data Spaceship
A retro vertical arcade shooter with 20 escalating stages of crystal power-ups, wingmen and part-dismantling bosses. Master movement-based boss gimmicks — blue lasers you must fly straight into, yellow ones you must freeze for — plus a huge blue laser, a dual green laser, rotating energy orbs and a rechargeable 6-shot volley.

PENDULUM DROP
A vertical grapple-swing climbing game. Swing on a rope like a pendulum, winch yourself up a junk-heaped mountain cliff, and time your release to fling yourself up past spinning saw-blades and crumbling rock. Zero checkpoints — land the summit plateau to win.

STEELHELL 3D — 80 Floor Descent
STEELHELL 3D — an Ultrakill-inspired fast-paced 3D browser FPS, no-build Three.js. Dash, wall-jump, punch-parry and rank up through a PS1-crunchy arena. 11 guns across 4 families in cyan / green / red variants, each with a unique secondary. New: tap any variant in the ARMORY to see exactly how it works (primary + secondary).