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Hi, I'm Joon πŸ‘‹

Front-end developer for 20+ years. Native JavaScript believer.

These days I'm chasing one question:

How far can HTML, CSS, and JavaScript go as a game engine β€” with AI as a co-developer?

🌸 Blosharper: Battle of Blossoms

A roguelike deckbuilder built on Hwatu (Korean flower cards), live on Steam in Early Access.

No game engine underneath β€” TypeScript, DOM, and CSS all the way down, wrapped in Electron. Designed, coded, and shipped side by side with AI agents, under the Joon x Jin Works label.

Steam

πŸ›  Tools that spun out of the game

Building a game on pure web tech means building the missing tools too β€” most of them designed so AI agents can use them and verify their own work.

  • spine-html β€” Spine skeletal animation rendered as plain DOM: one CSS matrix per slot, no canvas for the rigid tier
  • rigc β€” rig compiler for Spine: declarative rig specs in, Spine 4.3 skeleton data out, verified by a spine-core round-trip
  • byteguard β€” Vite plugin that encodes JS bundles into binary format for casual source code protection
  • headerless β€” strips format-defining header fields from binary assets at build time; not encryption, not DRM

πŸ“¦ Earlier open source

jandi Β· electron-react-devtools Β· struct.js Β· clog Β· swift

πŸ”— Elsewhere

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