04Playable prototype

Antigravity Idle RPG

What if an idle game still gave the player meaningful build decisions?

  • Game design
  • JavaScript
  • Pixel art
Artwork from Antigravity Idle RPG

Why this exists

Idle games can become a wall of counters. The challenge was to make progression readable on a phone while preserving enough systems to invite experimentation.

A small system, end to end

  1. 01

    Builds automated battles around three hero classes, active skills, equipment, gems, companions, and ascension.

  2. 02

    Uses twenty zones and progression-specific hero art to make mechanical growth visible.

  3. 03

    Keeps the game self-contained in the browser, including local saves and synthesized sound effects.

Adding systems is easy; making each system earn its space on a narrow screen is the real design work. Art consistency matters as much as feature count.

Keep tightening the opening minutes and the relationship between visible progress, player choices, and long-term goals.