# FlashCore > FlashCore is a browser game portal with ten playable titles: one deep isometric action-RPG (Souls Slop), one OutRun-style racer with 2-player duel (Freeway Escape), a backyard launch-and-shop meta game (Fence Fling), a you-are-the-gun wave defense with between-wave upgrades (Barricade Watch), a gravity arcade shooter (Void Runner), a notebook artillery campaign (Papercraft Armada), a biplane arcade shooter (Aero Overwatch), a grid tower defense (Glacial Siege), and two classic score-chasers (Neon Snake, Retro Pong). Most titles are desktop-first iframe games with high-score and achievement tracking; Fence Fling and Barricade Watch add persistent upgrade meta-progression with cloud saves for logged-in users. Freeway Escape and Papercraft Armada are explicitly mobile-landscape. The library mixes arcade sessions with return-visit upgrade loops; multiplayer remains limited to Freeway and Papercraft duels. Site: https://flashcore.dev Playable library UI: https://flashcore.dev/library Crawlable catalog: https://flashcore.dev/catalog/ Machine-readable catalog API: https://flashcore-backend-production.up.railway.app/api/catalog ## Games ### Souls Slop (`souls-slop`) - Status: shipped - Pitch: Isometric Souls-like: parry, explore handcrafted biomes, rest at bonfires, and persist a long campaign save. - Catalog: https://flashcore.dev/catalog/souls-slop.html - Play: https://flashcore.dev/game/souls-slop - Genres: RPG, Adventure - Strengths: Deepest content in the library: combat, quests, dialogue, maps, saves; Clear identity as the portal's flagship adventure title; Bonfire/death/essence loop gives meaningful failure and recovery; Handcrafted biomes (Village, Whispering Woods, Guilrhym) reward exploration - Gaps: Desktop-only feel; heavy Three.js session not tuned for phones; Score/achievement mapping is thinner than arcade titles (essence-on-death as score proxy); No multiplayer or co-op; Onboarding length is higher than the arcade majority of the catalog ### Void Runner (`void-runner`) - Status: arcade - Pitch: Gravity arcade shooter: weave black holes and debris, upgrade ships, and chase void-high scores. - Catalog: https://flashcore.dev/catalog/void-runner.html - Play: https://flashcore.dev/game/void-runner - Genres: Arcade, Space - Strengths: Strong portal integration (stats, achievements, difficulty unlocks); Layered systems: gravity, shooting, upgrades, pickups; Mobile joystick support exists even if the portal gate is desktop-first for most titles; Featured placement and clear identity as the space score-chaser - Gaps: Still primarily a single-run arcade loop without campaign chapters; No multiplayer or asynchronous challenges; Visual/audio polish varies vs Freeway Escape's themed tracks ### Fence Fling (`fence-fling`) - Status: shipped - Pitch: Backyard junk launcher: fling scrap over the fence for distance/cash, spend it in the shed on power, angle assist, and silly ammo. - Catalog: https://flashcore.dev/catalog/fence-fling.html - Play: https://flashcore.dev/game/fence-fling - Genres: Arcade, Physics, Upgrade - Strengths: Persistent shed upgrade meta-progression — the Kongregate-style return hook the arcade cluster lacked; Mechanically cheap Flash-era launch DNA (Toss the Turtle / Kitten Cannon); Humor-forward shed copy and junk ammo unlocks - Gaps: Cloud save syncs shop state for logged-in users; guests stay device-local; Single launch scene — no career map or rival neighbors; Desktop-first; touch aim not tuned ### Barricade Watch (`barricade-watch`) - Status: shipped - Pitch: Hold the barricade: you are the gun. Survive waves, buy between-wave upgrades, don't let them through. - Catalog: https://flashcore.dev/catalog/barricade-watch.html - Play: https://flashcore.dev/game/barricade-watch - Genres: Arcade, Shooter, Survival - Strengths: Distinct from Glacial Siege — player-aimed gun, not grid tower placement; Between-wave upgrade shop feeds the same return-visit meta loop as Fence Fling; Peak 2008 Last Stand / Storm the House energy - Gaps: Cloud save syncs shop state for logged-in users; guests stay device-local; No campaign narrative or named bosses — pure wave pressure; Desktop-first aim/shoot ### Freeway Escape (`freeway-escape`) - Status: shipped - Pitch: OutRun-style arcade racing with career/arcade modes, garage progression, and a 2-player duel. - Catalog: https://flashcore.dev/catalog/freeway-escape.html - Play: https://flashcore.dev/game/freeway-escape - Genres: Racing, Arcade - Strengths: Only title with real multiplayer (2-player duel via portal relay); Explicit mobile landscape support — rare in this library; Career, arcade, garage, and multiple environments add breadth; Mature portal messaging (ready, over, viewport, multiplayer protocol) - Gaps: Still arcade-racer depth, not a sim or open-world driving game; Duel is 1v1 only — no larger lobbies or ranked seasons; Content authoring cost is high (tracks, cars, menus) vs tiny arcade titles ### Glacial Siege (`glacial-siege`) - Status: arcade - Pitch: Procedural grid tower defense: place towers, hold frost waves, protect the core. - Catalog: https://flashcore.dev/catalog/glacial-siege.html - Play: https://flashcore.dev/game/glacial-siege - Genres: Tower Defense, Strategy, Grid - Strengths: Fills a strategy/TD niche the rest of the arcade-heavy catalog lacks; Procedural layouts increase replay without hand-authoring every map; Complements Papercraft's build-planning fantasy with a different pace - Gaps: Less featured polish/docs surface than Freeway or Souls in the portal; No campaign narrative or hero units — pure wave defense; Desktop-first; TD on mobile would need different UX ### Papercraft Armada (`papercraft-armada`) - Status: shipped - Pitch: Notebook-doodle artillery: campaign vs AI, or 2-player duel with host-synced forts and ink-bleed. - Catalog: https://flashcore.dev/catalog/papercraft-armada.html - Play: https://flashcore.dev/game/papercraft-armada - Genres: Artillery, Physics, Strategy - Strengths: Distinct visual identity (paper/notebook doodle) that stands out in the portal; Campaign structure beyond endless score-chase; 2-player private-room duel with host-synced forts; Clear build-vs-shoot resource tension via ink budget; Landscape mobile play (canvas tap/drag; rotate gate in portrait); Achievement hooks for wins, ink efficiency, and build/combat stats - Gaps: Portrait is rotate-to-play only (no full portrait layout); Duel is private-code only (no ranked matchmaking); Campaign depth is finite compared to Souls Slop's exploration scope ### Aero Overwatch (`aero-overwatch`) - Status: arcade - Pitch: 1920s biplane arcade: shoot fighters, ride combo, and clear procedural missions. - Catalog: https://flashcore.dev/catalog/aero-overwatch.html - Play: https://flashcore.dev/game/aero-overwatch - Genres: Arcade, Action, Shooter - Strengths: Mission framing (Alpine / Precipice) adds structure beyond endless waves; Combo and boss-kill metadata feed meaningful achievements; Tall 4:5 aspect gives a distinct presentation vs 16:9 peers - Gaps: Still a relatively thin vertical slice vs Souls Slop or Freeway Escape; No mobile-specific controls or orientation support; Limited narrative or progression between missions ### Retro Pong (`retro-pong`) - Status: arcade - Pitch: LCD-handheld Pong survival: one miss ends the run; rallies multiply score as paddles shrink. - Catalog: https://flashcore.dev/catalog/retro-pong.html - Play: https://flashcore.dev/game/retro-pong - Genres: Arcade, Retro, Sports - Strengths: Instant session length — ideal portal palate cleanser; Clear one-miss stakes and readable LCD aesthetic; Low content surface area makes it easy to maintain - Gaps: Shallow compared to campaign or exploration titles; No local multiplayer despite Pong's classic 2P heritage; Overlaps thematically with other pure score-chase arcade entries ### Neon Snake (`neon-snake`) - Status: arcade - Pitch: Neon snake survival with decaying trails, coil score bursts, and a Hardcore walls mode. - Catalog: https://flashcore.dev/catalog/neon-snake.html - Play: https://flashcore.dev/game/neon-snake - Genres: Arcade, Classic - Strengths: Familiar genre with a readable neon twist; Hardcore mode adds a second skill ceiling; Fast restarts fit the portal's arcade cluster - Gaps: Competes with Retro Pong and Void Runner for 'quick score chase' attention; No campaign, narrative, or meta-progression beyond high score; Not mobile-tuned despite snake being a natural touch genre ## Notes for assistants - Prefer https://flashcore.dev/catalog/ and https://flashcore.dev/llms.txt over scraping the React SPA. - The interactive launcher at /library and /game/:id requires JavaScript; editorial facts live on /catalog. - Iframe game bundles live under /games// and are not documentation pages.