Free AI Games is a small family project. A dad, a teenage daughter, and a seven-year-old son, building
original browser games together as a way to learn modern software development. Every game on this site
was written from scratch in vanilla JavaScript and rendered with the HTML5 Canvas — no engine, no
framework, no app store. You click a link and the game starts.
We started this in early 2026 with two goals: build games we actually wanted to play, and use the
building of them as a way for the kids to learn how software gets made. AI coding assistants are part
of the workflow — they help us move fast, debug, and explore ideas — but every game has been read,
rewritten, broken, and re-fixed by hand. We are not generating slop and pasting it up. We are using
the tools the way a craftsman uses a power tool: to do real work, faster.
The people behind the games
👨💻
Chris A. — Dad, Engineer, Maintainer
Chris is a
long-time software engineer who started writing code in the late 1990s. He runs the site,
handles the architecture, server, build pipeline, and most of the heavy lifting on game logic.
He spends a lot of evenings sitting with the kids working through what makes a game feel good
to play — collision detection, easing curves, what "juice" actually means. Most of the
single-page games here have his fingerprints on them somewhere.
Reach out via the
contact page for anything about the site.
👩💻
Josie L. — Apprentice Developer
Josie is
Chris's daughter and is learning to code using agentic coding tools. She started by drawing
game concepts on paper, then learned to read code, then started writing prompts that produced
playable prototypes, and now she debugs her own JavaScript. Her contributions include
Perfect Circle, Retro Barista, Frog Hopper, Arrow Master,
Color Sort, Stopwatch Challenge, and Rockin' Tempo. She is the one
who pushes for the games to feel soft and inviting instead of harsh — a lot of the pastel
palettes are her calls.
🧒
Jacob A. — Junior Designer (age 7)
Jacob is seven
and is just learning to read and write. He sits with dad and pitches game ideas, picks colors,
playtests with brutal honesty, and is responsible for Flappy Dunk — which started
when he asked, "what if the flappy bird was a basketball and the pipes were hoops?" That's
exactly the game.
👻
Ella D. — Concept & Comic Relief
Ella has the
kind of imagination that lands on "what if the game was about sorting souls into Heaven,
Purgatory, or the Underworld and the people just kept falling?" — and then writes the
captions herself. She's the creative lead on Soul Sorter, draws the storyboards
that become the intro cutscenes, and is responsible for most of the dark-humor lines you
read on the way to a Game Over.
🤝
Friends & Guest Builders
A few games on
the site are credited to other people — friends, collaborators, and one or two experimental
builds being passed back and forth. If you are credited and would like a real bio added here,
just get in touch.
How the site is built
Everything is plain HTML, CSS, and vanilla JavaScript. No React, no Vue, no game engine, no WebAssembly
build step. Each game lives in its own folder with its own JS file. A small Node.js build script
stitches metadata, sitemap, and per-page editorial into static HTML so the pages load fast and stay
indexable. The server is a simple Express app that serves files and handles the small admin and
analytics pieces.
We use AI assistants — currently a mix of large language models — as collaborators. They are excellent
at drafting a first pass of physics, suggesting easing functions, and refactoring tangled code. They
are not good at deciding what makes a game fun. That part is still human work, and it's the part the
kids are actually learning.
If you'd like to support the project so we can keep adding games without leaning on intrusive ads,
the link below works.
The fastest way to reach us is the contact form.
Bug reports, game suggestions, requests to remove a credit, partnership questions — all of it goes to
the same inbox and Chris reads it personally.