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Overclock

Indie roguelike studio — procedural canvas pixel art + CRT pipeline.

Live demo Family Stack MIT License

Live demo  ·  Build notes  ·  More templates

Overclock — live preview

Use this template — copy the source into a new project:

npx degit bswxyz/overclock-games my-app

Launch page for a (fictional) two-person indie studio and its synthwave dungeon-crawler roguelike — with a live procedural pixel-art renderer instead of key art, and zero dependencies — part of the Parable 25 design showcase.


The concept

OVERCLOCK is a two-person roguelike studio launching DIRGE PROTOCOL: procedurally cruel floors, permadeath with a memory, couch co-op, a synthwave OST. The site's bet is that an indie studio's best marketing is its craft, so the page is the demo: the hero "key art" is a live canvas dungeon (a knight patrolling at 8 fps, on purpose), the screenshots are the same renderer in four biome palettes, and the devlog types its own patch notes in a VT323 terminal. Voice is dev-to-player and wry — "we died 4,217 times so you'd die better."

Layout follows three shipped patterns researched on Mobbin: the streaming-title hero (logo lockup + metadata strip + loud/quiet CTA pair — Netflix Games/HBO Max/Analogue), a store page's version-numbered "latest updates" promoted to a full devlog section (Amazon/Slack/Linear changelog anatomy), and a thumbnail-rail screenshot gallery (Unity Asset Store).

Design system

  • Palette (chiptune CRT): --bg:#0a0812 near-black · --ink:#e8e4f0 · --dim:#a89fc0 · --faint:#665e80 · --magenta:#ff2ea6 · --cyan:#29e6ff · --amber:#ffb02e (rare — torches, god mode) · --line:rgba(232,228,240,.12). Magenta and cyan split the page like a chromatic aberration; amber is scarcity.
  • Type: Press Start 2P (bitmap display — used deliberately small; it's illegible large) · Chakra Petch (squarish techno grotesque, headlines + body) · VT323 (terminal mono, devlog + metadata). No other site in the series shares this trio.
  • Signature motion: a smooth settle cubic-bezier(.12,.8,.16,1) paired with a chunky steps(5,end) — hovers, reveals, LED blinks and the cursor all snap through frames like a sprite sheet. Counters update at ~14fps instead of tweening.
  • CRT pipeline: scanline overlays (global + per-bezel), barrel vignette, glass sheen, a scaleY(.004) power-on for the hero tube, and a 130ms glitch transition (backdrop-filter slice bands + RGB-split text-shadow) that fires only on scroll-section change, throttled to ≥6s apart, never on focus.
  • Easter egg: ↑↑↓↓←→←→BA toggles GOD MODE (amber plume, six HUD hearts, a role="status" badge). Harmless. Probably.

Stack

  • Plain HTML / CSS / vanilla JS. Zero dependencies — no three.js, no GSAP, no build step, no bundler. The only external requests are Google Fonts. This is a differentiator in the series: everything (renderer, typer, glitch, reveals) is hand-rolled in one file.
  • Canvas 2D at 192×128, upscaled with image-rendering:pixelated. One deterministic painter (paintDungeon) draws every scene: a seeded mulberry32 stream decides structure (bricks, cracks, crystals, furniture) while a stateless tick hash animates life (flames, fog dither, portal glow) — so rooms hold still while their torches flicker.
  • Sprites are ASCII maps — the knight, feature icons, platform glyphs and both founder faces are authored as character grids and drawn by one drawMap function.
  • There are no image files in this repository at all.

Running it locally

No install, no build. Any static server works because all paths are relative:

git clone https://github.com/bswxyz/overclock-games
cd overclock-games
python3 -m http.server 8000      # or: npx serve .
# open http://localhost:8000

Edit index.html / styles.css / main.js and refresh.

Structure

index.html          the page (semantic sections; .js gate for progressive enhancement)
styles.css          all styling — design tokens live in :root at the very top
main.js             pixel renderer, sprites, devlog typer, glitch scheduler, konami, reveals
guide/index.html    the "how it was built" write-up (self-contained, CRT-styled)
.nojekyll           tells GitHub Pages to serve files as-is

Design tokens: styles.css :root. The dungeon painter and palettes live in main.js under paintDungeon and PALETTES; sprites under K_BODY / ICONS / FACES.

Demo vs. real — what a production version would need

This is an intentionally-scoped demo. The studio and the game are fictional. What's mocked/static today:

  • No game. There is no build, no trailer, no gameplay capture — the "screenshots" are procedural canvas scenes drawn by the site itself (and labeled as such on the page). A real launch page needs real capture and a webm/mp4 trailer slot.
  • No store integration. "Wishlist now" routes to the mailing-list section because there is no Steam app id. A real page links a Steam/itch.io store page and shows platform/price/date pulled from it.
  • The mailing list has no backend. The form validates and confirms honestly ("nothing was actually sent") — production needs a newsletter service (Buttondown, Mailcoach) plus a double-opt-in flow.
  • The devlog is hardcoded. Three entries in HTML; a real one would render from an RSS feed or a headless CMS, with permalinks per version.
  • The deaths counter is theater (it ticks up locally). A real one would be a telemetry endpoint — which the studio would absolutely still ship.

What's real and reusable as-is: the deterministic pixel renderer and sprite system, the CRT pipeline (scanlines/vignette/glitch scheduler with its focus- and motion-safety rules), the progressive typed-devlog pattern (full text for no-JS, .sr-only copy for screen readers), the konami toggle, and the whole responsive / reduced-motion / keyboard layer.

License

MIT. Design & build by Parable. No image assets — every visual is drawn in code at runtime.

About

Indie roguelike studio — procedural canvas pixel art + CRT pipeline, zero dependencies. Parable design showcase.

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