NTs Apps. 한국어 Contact

Made alone, fixed alone

I build apps and games by myself and put them all at one address. Some are on Google Play, most run straight in the browser with no install and no sign-in.

This page is in English. The rest of the site is in Korean. The dev log — 173 posts about how these were built and what went wrong — is Korean only. I would rather leave it in one language than machine-translate it badly.

Play something right now

No download, no account. Click and it runs.

Things you can do here

Daily run — the date fixes the board, so everyone who plays today gets the same one. Three games have it: Match Siege, Liquid PvP and the four-hour game below.

Avatar maker — type any name and get a character drawn from it. The same name always gives the same character. Download it as a PNG. Nothing is sent to a server; it is drawn in your browser.

Four-hour game — one game built start to finish in four hours, playable on the page, with a note on what got cut and why.

Shared canvas — a 64×64 grid several people paint together, eight seconds between placements.

Play stats — anonymous numbers from real runs of Match Siege: how far people get and how the run ended. No names, no per-run rows.

How this is made

There is no fixed engine. Whatever the thing needs: Godot for 3D, plain canvas or WebGL for something light, native builds when it has to ship to a store. Art follows the same rule — bought when it makes sense, drawn in code when it does not. One of the match-3 games ships with zero image files: the candies, the blight and all fourteen sound effects are generated at boot.

The site itself is hand-built static HTML. One function renders every page, and a checker runs before each deploy — duplicate titles, broken internal links, images without alt text, pages missing from the sitemap. None of those break rendering, which is exactly why they survive otherwise.

What I write down is mostly what went wrong. Korean text was invisible on a real Android device while every desktop screenshot looked fine. A game crashed within twenty seconds because of audio, and my verification ran muted, so the sound code had never once executed. A self-check ran exactly once in a 210-second run and I nearly read that as "no violations". Results alone would not have kept any of that.

Contact

Bug reports, ideas, or anything else: yonha74@gmail.com. You can also read the privacy policy (Korean) — short version: no sign-up, no tracking scripts, no cookies, and view counts only.