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Funlit Games

Why I make tiny games you can finish in 60 seconds

By Joakim Bengtsson
  • Studio
  • Game design

Funlit Games is a solo studio, and the solo part is me. Every project starts from the same rule: gameplay is king. The core loop has to feel good in the first thirty seconds and stay satisfying across repeated runs.

That’s why the games are small on purpose. I’d rather ship a tight two-minute loop that you actually want to replay than a ten-hour game you finish once out of obligation. A short game has nowhere to hide. Every second has to earn its place, and that constraint makes me a better designer.

What “short” actually means

Short doesn’t mean shallow. It means the game respects your time. You should be able to:

  • Reach the core interaction quickly, with concise onboarding that suits the game.
  • Understand the rules almost immediately.
  • Fail fast and restart faster, so a mistake costs you seconds, not minutes.
  • Walk away whenever you want and come back to exactly the same clean start.

The best compliment one of my games can get is “just one more run.” That feeling only happens when restarting is frictionless and the loop is worth repeating.

Three games, three loops

Everything I make is a variation on that idea, just wearing different clothes:

  • Upflux is a neon score-attack game about lifting energy orbs through a stack of conveyor belts before reactor energy runs out. The loop is keep the flow going.
  • Depot Dash is a 3D conveyor puzzle where you switch junctions to send parcels to the right exit. The loop is read ahead and route in time.
  • Splishi Splashi is a frantic arcade game where a tiny fish tries to stay off the menu. The loop is stay alive one more second.

Different genres, same DNA: readable rules, fast restarts, and a real reason to hit play again.

Choosing a platform

I publish browser builds when the game and its technology suit the web. They let players reach the core loop quickly. Other projects may release on Android, PC, or another platform, and the site can still document and link to them.

The constraint that does the most work

If I had to name the single design rule that improves a game the most for the least effort, it is this: the restart button has to be faster than the decision to quit.

That sounds like polish. It is actually the whole retention model for a game this size. A player who dies and waits four seconds for a menu, a fade, and a “play again?” confirmation has been given four seconds to notice they could be doing something else. A player who dies and is already back in has not.

Everything else follows from taking that seriously. No pre-run cutscene. No unskippable results screen. No progression system that has to be reconciled before the next attempt. Each one adds time between failure and the next attempt, the most fragile moment in a short game.

The corollary is that failure has to be legible. A fast restart is worthless if you do not know what went wrong, because then you are not retrying, you are rerolling. This is why all three games show you everything: Depot Dash puts the parcel’s destination on the box, Splishi Splashi keeps the art high-contrast so the tank stays readable, Upflux keeps the complete conveyor stack visible on one screen. “I know exactly what I did wrong” followed immediately by “and I can try again right now” is the entire hook.

What being small costs

Small games come with clear trade-offs.

Small games are much harder to market. There is no story hook, no world to be curious about, no screenshot that tells you what the experience is like. Everything interesting about a tight loop lives in the second minute of playing it, which is exactly the thing a store page cannot show you. The web version is partly a response to that problem, if I cannot describe the loop, I can at least remove every obstacle between you and feeling it.

They are also less forgiving of design mistakes. In a long game, a mediocre mechanic is one of forty things and gets diluted. In a two-minute loop it is a third of the experience and there is nowhere to hide it. A short loop exposes every weak mechanic, so each part has to justify the time it occupies.

And they earn less, straightforwardly. A short free browser game is not a business model on its own, which is why some titles also go to Google Play, most recently Depot Dash on Android. For Depot Dash, Chapter 1 remains free in the browser and the Android app offers the larger paid campaign.

Room to evolve

Features such as accounts, online progression, tutorials, or daily systems depend on the needs of each game. Future releases may use them when they improve the experience. The core loop still sets the direction, and every supporting feature has to earn its place.

That is the whole studio in one sentence: small games, made with care, that you can pick up in seconds and put down without guilt. If that sounds like your kind of thing, go play one and let me know what you think.

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