I wrote a silly but totally playable fighting game. Play it!
Backstory: Last Sunday my wife and kid were out of town. I woke up from a dream where I had been playing a D&D-themed fighting game. I thought, I have nothing to do today. Can I code up that dream game in one day? By the end of the day I had a complete game with 13 opponents, but I had run out of time for art. Everyone was stick figures. Over the course of the next week I drew some sketchy opponents and balanced gameplay – plus I obviously spent tons of time on that awesome intro.
Longer backstory: in 2002 or 2003, on another lazy Sunday, I wrote a stupid flash game which I called Quest for the Crown. It was a one-joke game: the joke was that the intro and credits were very long and the gameplay was short (you just walked past some rocks and picked up the crown). Hilarious! However, due to a totally unintended bug, the game had a little depth.
If you finished the game and sat through the credits, you got the option to play again. The bug: on the second play through, I accidentally added a second keystroke listener without removing the first one, so when you pressed a directional arrow, you moved two squares instead of one. You can still get to the crown easily, but you have to bounce off a wall.
On the third play through, you move three squares when you press an arrow key, and so on. It becomes harder to get to the crown. But because of the random location of rock obstacles, you can bounce an increasingly convoluted path to the crown. Sometimes you have to jam two keys at once. Chance and accident made a game out of what I had meant as a non game.
There’s a message for you: if you make something with rules, gameplay will emerge! Maybe not the gameplay you intended, but maybe something better.