Onegame is my Framer 3.0 agents experiment: a small desktop arcade game where you move, dash, slash enemies, collect upgrades, and try to survive long enough to reach the boss fight.
A cyber orb player with fast movement and dash
Mouse-aimed sword attacks
Enemies with different shapes, health, and movement speeds
Upgrade drops like orbit blades, lasers, speed boosts, magnet, drone, and shield
Meteor strike ability once you max out progression
A roaming cyber boss with projectile attacks
Pause menu, game-over state, victory state, and desktop-only play gating
The game runs as a self-contained Framer code component. It uses canvas rendering for the arena, enemies, player, projectiles, trails, hit effects, and boss visuals. The gameplay loop handles movement, collision, upgrades, spawning, boss logic, and progression in one focused arcade system.
Everything 😄
agents helped shape the game step by step: balancing enemy speed and damage, adding pause/resume behavior, and polishing the cyber-tech visual style.
What surprised me most was how much game logic could be built and refined directly inside Framer. With small iterations, the project moved from a simple prototype into something that actually feels like a playable mini-game.
Try it on desktop: onegame.framer.website
Built entirely with Framer 3.0's AI agents.
Onegame is my Framer 3.0 agents experiment: a small desktop arcade game where you move, dash, slash enemies, collect upgrades, and try to survive long enough to reach the boss fight.
A cyber orb player with fast movement and dash
Mouse-aimed sword attacks
Enemies with different shapes, health, and movement speeds
Upgrade drops like orbit blades, lasers, speed boosts, magnet, drone, and shield
Meteor strike ability once you max out progression
A roaming cyber boss with projectile attacks
Pause menu, game-over state, victory state, and desktop-only play gating
The game runs as a self-contained Framer code component. It uses canvas rendering for the arena, enemies, player, projectiles, trails, hit effects, and boss visuals. The gameplay loop handles movement, collision, upgrades, spawning, boss logic, and progression in one focused arcade system.
Everything 😄
agents helped shape the game step by step: balancing enemy speed and damage, adding pause/resume behavior, and polishing the cyber-tech visual style.
What surprised me most was how much game logic could be built and refined directly inside Framer. With small iterations, the project moved from a simple prototype into something that actually feels like a playable mini-game.
Try it on desktop: onegame.framer.website
Built entirely with Framer 3.0's AI agents.