Note: you might have to click once on the applet for it to detect key presses.

Turn. Little two-player strategy game. Move tokens along pathways to capture the opponent's tokens. Pathways are 1-way but start reversing every other turn after the third turn. Source code here.

Turn Vs Computer. Play Turn against an "AI" opponent. Source code here.

Captain John versus the Mutant Space Bats From Hell II. "First-person top-down" asteroids-style game: the screen rotates around the ship instead of the ship rotating on the screen. Source code here.

The Belfry. Similar mechanism as above but with the inertia removed. Shoot the beasties. Source code here.

Captain John versus the Mutant Space Bats From Hell. Old version. Source code here.

Father John versus the Spawning. This started as an attempt at a role-playing game but morphed into something weird. You play a priest character who accidentally opened a pathway to hell and got almost everyone on his six-sided world killed. All you can do is move around (using the arrow keys). You can interact with things by standing still for a certain period next to them, accompanied by some (sometimes subtle) animation. Most importantly, you can heal the one swordsman left to protect you. When the game starts, on worldface 1, a demon soon arises to attack you, and your swordsman intercepts it. If he gets damaged (in which case he turns red) you stand next to him, and stop moving. You glow yellow and see the red fade away. If he gets killed, stand next to his corpse and after a while he will resurrect. Now, after killing a demon, you gain JUJU. This is magic energy you can use by interacting with one of the five objects in the world. If you move to the graveyard and stay on it a while, it glows green and eventually a grave opens somewhere on the worldface. Stand next to the corpse and you resurrect a new swordsman - and you've started building your army.

Swordsmen come in six variations, determined randomly when you raise them. There are two main types: gray and blue. Gray swordsmen are zombie-like. They do nothing when no demons are present and when they see one or more demons they mindlessly attack the closest. They do not follow you when you move offscreen, to a new worldface. Blue swordsmen were raised more succesfully. They move to you when no demons are present, making it easy to heal them, and they protect you by attacking the demons closest to you, not to them. They follow you across worldfaces and so form your mobile army, with which you must constantly travel the worldcube helping the gray soldiers protect their worldface. There are three further types based on armor: some swordsmen are armorless, some have a shield and some a helmet and shield.

The other three standard objects are wells, pentagrams and trispheres, which increase your health, armor and speed respectively. There are two of each object. Each individual graveyard, pentagram and trisphere has an increasing juju cost for subsequent uses. The final object is the ruin of the castle on worldface six. Activating this object restores the worldcube and wins the game. This face already starts being overrun by giant demons. Once you feel your blue army is large enough and you have sufficient armor and speed - if you can stay ahead of the ever-increasing demon invasion - you can start the assault on worldface six.

Source code here.

Indiana Johns in the Spider-Trap Treasure Room. One- or two-player (player 2 presses ctrl to start), keys are arrow keys and space and wsad and ctrl. Insane back story: you have found the infinite treasure room, where a new gold coin appears whenever you take one. However: there is no way out, and spiders are crawling out of the walls. Spend your last moments desperately collecting coins (check the minimap) that you will never use, or preferably viciously fighting your companion. Source code here.

ThomasLand. Wireframe "interface" for an ancient website of mine. Source code.