For Unity teams
Test the loop
before you open Unity
The most expensive prototype is the one built in the engine before anyone knows whether the core verb is fun. Play a browser slice first, then decide what deserves a Unity sprint.
What this is, plainly
This is a shelf of pre-built browser games matched to a one-sentence brief. It is not a Unity project generator, and it does not write C#. If you need a Unity scene by Friday, this is the wrong tool and the page should say so before you spend time on it.
What the shelf is good for is the question that comes before the sprint: does this loop hold up when a person actually plays it? A browser build answers that in minutes, on hardware your designers and stakeholders already have.
Four questions a playable slice answers
- Is the verb readable? Steering, shooting, stacking or rewinding should make sense in the first thirty seconds. If it needs a paragraph, the loop is not ready for an engine.
- Does the camera work? First-person, top-down and side-on ask for different levels, enemies and feedback. A browser prototype exposes camera problems early, when they are still cheap.
- Where is the difficulty curve? Tuning a browser build is fast. You can test whether wave three or lap two is the moment players quit before your team builds ten more levels around the wrong curve.
- What is the fail state? Losing, retrying and restarting are part of the design. A prototype makes the loop between those states visible.
What transfers to Unity — and what does not
TRANSFERS
- A written loop description and input map.
- Pacing notes: level length, wave timing, difficulty ranges.
- Camera behaviour and feedback references.
- Art direction and a list of what the game is not.
- Evidence from real play sessions, not a render.
DOES NOT TRANSFER
- JavaScript game code and shaders.
- Scenes, prefabs, materials or asset bundles.
- Unity physics settings or package dependencies.
- Console, mobile-store or multiplayer backends.
Treat the browser build as a design instrument, not a codebase. The value is in what the team learns before opening the editor.
Where this stops being useful
If your game depends on Unity-specific systems — navmesh crowds, terrain streaming, DOTS, platform certification or a networked physics simulation — a browser slice will not answer the hard questions. At that point the prototype belongs in the engine.
If the target is Roblox, the same rule applies: we can prototype the loop, not publish the experience. The Roblox page covers that boundary in more detail.
Questions
Unity questions
Can you export a Unity project?
No. Every build on this site is a browser build (HTML, JavaScript and canvas or WebGL). We do not generate Unity scenes, prefabs, C# scripts or asset bundles.
Then why would a Unity team use this?
To test the loop before paying for engineering time. A playable browser slice answers whether the verb, camera and difficulty curve are worth building, without committing a sprint to a prototype.
What can we take into Unity?
The design side: a loop description, input mapping, pacing notes, tuning ranges, fail states and an art-direction reference. The code and assets do not transfer; they are different runtimes.
Can you build a Unity prototype for us?
We build browser games. If the target is Unity, we can deliver a playable reference and a written spec for your team, not a Unity project. Custom work starts at $299 and is quoted by hand.
Is playing the shelf free?
Yes. Every build plays in the browser with no account. Paid work covers exports, re-skins, rebuilds and custom builds.
Start with a playable reference
Play first. Then decide what Unity has to build.
Pick the closest build, play it for five minutes and write down what to keep and what to cut. If you want a different setting or a tighter loop, a rebuild starts at $199.