Case study · Prototype

will.fun

A growing collection of small, focused browser games with no ads, accounts, or unnecessary friction.

Role
Design and frontend engineering
Period
Ongoing
Home
will.fun

The idea

Many casual game sites make a two-minute game feel like a transaction. will.fun starts from the opposite constraint: no account, no ads, and no ceremony. Pick something and play.

Product principles

Each game should be understandable in a few seconds, work well with a keyboard or touch, and preserve only the local state that makes the next visit better.

  • Immediate: the shortest possible path from curiosity to play.
  • Respectful: no attention traps, interstitials, or hidden data collection.
  • Small: every game can choose the browser primitive that fits it.
  • Durable: local progress can survive a refresh without requiring an account.

Technical direction

React and TypeScript provide the shared application shell. Games can use regular DOM rendering or Canvas depending on their interaction model, while IndexedDB provides local persistence when a game needs more than a tiny preference.

The collection is intentionally a sandbox. A game can prove an input model, rendering technique, or state pattern without forcing every experiment into the same abstraction.

What I am exploring next

The next iteration focuses on a consistent accessibility baseline across very different games: remappable controls, useful pause behavior, reduced motion, and touch targets that do not compromise desktop play.