ShadowOfTheColossus-PC
Native Windows port of Shadow of the Colossus (PS4, CUSA08809) - bring your own game dump. Port nativo para PC.
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The maker's introduction consists of the line above. Read the repository README for more details. Repository README ↗
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Read the full README ↗The home for all the Mello Vibes browser games. It's a single-page showcase with a playable demo, an interactive fighter-select screen and a look under the hood. Every card links out to the live game.
| Game | Live | Source |
|---|---|---|
| Bannerfall | https://bannerfall-lac.vercel.app | bannerfall |
| Kart Chaos | https://kartchaos.vercel.app | kartchaos |
| Obby Rush | https://obbyrush.vercel.app | obbyrush |
| Snack Monster | https://snackmerge.vercel.app | snackmerge |
| Orbit Depot | https://orbitdepot.vercel.app | orbitdepot |
| Bonk Brawl | https://bonkbrawl.vercel.app | bonkbrawl |
| City Rush | https://cityrush-pearl.vercel.app | cityrush |
| Order Up! | https://orderup-three.vercel.app | orderup |
| ORBYT | https://orbyt-wine.vercel.app | orbyt |
| Grave Shift | https://graveshift.vercel.app | graveshift |
| Space Diner | https://spacediner.vercel.app | spacediner |
@property.badge: "New") as cover cards, then each other game's signature mechanic (hook) with a link to try it.<dialog> with a controls table for every game.Defs.cs. It's a keyboard-navigable radio group with animated stat bars.js/orbyt.js): perfects, combos and direction flips every 25 points, with your best score saved locally.js/synth.js), a chart of real build sizes, and notes on multiplayer and anti-cheat.All the content lives in public/js/data.js, the single source of truth. Every section renders from it, and the build step reads it too.
It has no framework and no dependencies. It's plain HTML, CSS and ES modules.
public/
index.html page shell and static copy
css/site.css design tokens → components → sections
js/data.js games, filters, fighters, build sizes
js/main.js hero, lineup, sheet, roster, demo, bento, reveal
js/orbyt.js the mini-game engine (also runs the hero's ORBYT slide)
js/synth.js Web Audio riff (loaded on demand)
games/<id>/ cover.webp (key art) + icon.webp
shots/ gameplay screenshots
cast/ transparent 3D renders (fighters, cars, food)
og.png, icon-*.png, manifest.webmanifest
art/ HTML sources for og.png and the icons
tools/
finalize.mjs Vercel build step: stamps the site URL, prerenders JSON-LD + <noscript> from data.js
build-assets.mjs regenerates games/, shots/ and cast/ from the game repos
vercel.json serves public/, cache headers
From GitHub (recommended): in Vercel choose Add New → Project, import this repo and click Deploy. vercel.json already sets the output folder and build command, and every push redeploys.
From the CLI: run npx vercel --prod in this folder.
npx serve public # or: python3 -m http.server -d public
GAMES in public/js/data.js. The @typedef at the top documents every field.tools/build-assets.mjs and run:
node tools/build-assets.mjs .. # the folder that holds the game repos
That writes games/<id>/cover.webp and icon.webp, plus any screenshots and renders the hero slide uses. It needs Playwright, which it uses as the image encoder.hook (its signature mechanic) and, while it's fresh, badge: "New". New games appear in the What's new section and get a NEW badge; any other badge text (like "Spooktober") shows as an event badge.Every count on the page (the "Ten games" headline, the hero stats, "Four new games", the biggest build size) is computed from data.js, so there's nothing else to update. Add the build size to BUILD_BYTES (the sum of the game's dist/Build/* files), and add the game's cover to art/og.html if you re-render the share card.
Open art/og.html (1200×630) or art/icon.html (512×512) in Chrome while online, so the fonts load, and screenshot it at exactly that size. Save the results as public/og.png and public/icon-512.png / icon-192.png.