Everyone has that folder. The one stuffed with half-finished tutorials, abandoned side projects, and README files that promise more than they deliver. It is a graveyard of good intentions, and the only way out is to ship something — anything — that actually works.
That itch to finish is what drove the creation of LIAR, a browser game so small and so hostile that it fits inside a single 28KB HTML file. No frameworks. No image files. No sound assets. Just raw HTML5 Canvas, the Web Audio API, and a mean streak.
The Anti-Tutorial
Most learning projects die because they grow legs. You start with a canvas tutorial, add a movement script, then decide you need a tile editor, then an entity component system, then a Webpack config that takes eleven seconds to compile. Six weeks later you have a build pipeline and no game.
LIAR refuses that trap. It is a reaction game. A button tells you to TAP, HOLD, or DON'T. You act before a timer runs out. Early rounds establish trust. The text says TAP, you tap. The text says HOLD, you hold your finger down. It is simple, rhythmic, almost meditative.
Then round six arrives.
The Mechanics of Betrayal
Around round six, the game starts lying. A command flashes on screen — perhaps a violent, red, shaking TAP — and every reflex you built during the warm-up screams at you to hit the button. If you do, you lose. The red shake is not a glitch. It is a tell. An honest liar gives you a clue, and this game gives you exactly that: a visual grammar of deception.
The trick works because the foundation is honest. The early rounds teach you that color and motion carry meaning. When the palette suddenly shifts and the text trembles, the game is not cheating. It is signaling. You had the information. You either read it or you did not.
When you fail, the game insults you. That sting is deliberate. In a micro-game with no leaderboard and no persistent progression, humiliation is the currency of replayability. It closes the feedback loop. You do not lose because of lag or because a hitbox felt off. You lose because you trusted a shaking red word, and the game makes sure you sit with that mistake.
What 28KB Actually Means
Choosing to build inside a single 28KB HTML file is not just a novelty. It is a design constraint that forces hard decisions. There are no megabytes of sprite sheets to hide behind. No audio files to trigger. Everything visible is drawn frame-by-frame on an HTML5 Canvas. Everything audible comes from Web Audio oscillators.
If you have not worked with the Web Audio API directly, here is what that entails. Instead of loading a pre-recorded WAV or MP3, the code creates an AudioContext, attaches an oscillator node, selects a waveform — sine, square, sawtooth — and sets a frequency. A short beep for a correct input, a harsh buzz for a failure. Those tones are computed in real time by the browser. They cost nothing in file size and add no external network requests.
The same logic applies to the visuals. Canvas gives you an immediate-mode drawing surface. You clear the rectangle. You fill text. You set a transform or a shadow blur for the shake effect. There is no virtual DOM diffing, no React reconciliation, no dependency array to debug. The browser runs the code, and the pixels appear. For a game this focused, that directness is a feature, not a limitation.
Keeping the payload at 28KB also means the game loads almost instantly on a mobile browser, even on a shaky connection. It costs virtually nothing to host. The entire application is smaller than most website favicons. That matters if you are distributing through a shared link or embedding on a forum. There is no install friction. You visit the URL, and the lie is ready.
Fair Deception
Spending real time on the lying mechanic reveals a subtle truth about game design. Unfairness is only fun when it is legible. A random trap that kills the player without warning is bad design. A trap that vibrates, changes color, and breaks the established visual rhythm is a puzzle dressed as an ambush.
The red shaking text serves multiple purposes. It overrides the habitual response players developed in rounds one through five. It introduces an emotional beat — suspicion, hesitation, panic — in what was previously a reflex test. And most importantly, it makes failure feel owned. When you tap that red command and the insult appears, you know the fault is yours. The game gave you a tell. You failed to read it.
C'est la différence entre un coup bas et un combat équitable. LIAR veut vous mettre un coup au visage, mais il met d'abord tout son poids dans son mouvement.
La sortie avant le peaufinage
Le jeu est brut. L'auteur vous le dira lui-même. C'est son premier jeu terminé, et la simplicité était le prix à payer pour l'achèvement. Cette honnêteté est rafraîchissante dans un écosystème où les développeurs publient souvent des articles sur des systèmes qui ne voient jamais le jour. LIAR est accessible via une URL en ligne. Vous pouvez y jouer dès maintenant. Vous pouvez consulter le code source dans un fichier unique sans avoir à démêler un monorepo.
Le développeur veut savoir deux choses de la part de quiconque est assez courageux pour l'essayer. Premièrement, combien de temps survivez-vous ? Deuxièmement, quand le premier mensonge arrive à la sixième manche, est-ce que cela semble équitable ou est-ce que cela semble injuste ? Ce sont les bonnes questions à poser. Il traite le mensonge non pas comme un bug, mais comme une mécanique qui nécessite un ajustement.
S'il y a de l'intérêt, il a proposé d'écrire un guide plus approfondi couvrant la boucle de dessin Canvas, la logique derrière les oscillateurs Web Audio, et exactement comment la mécanique de mensonge est structurée dans le code. Étant donné la rareté d'un jeu complet contenu dans un seul fichier HTML, ce guide serait véritablement utile pour quiconque est coincé dans le purgatoire des tutoriels.
L'essentiel à retenir
Vous n'avez pas besoin d'un moteur de jeu pour créer un jeu. Vous n'avez pas besoin d'un réseau de diffusion de contenu pour vos ressources, ni d'un document de conception de vingt pages, ni de la permission d'un mainteneur de framework. Vous avez besoin d'une limite — ici, 28 Ko et un seul fichier — et d'une raison de terminer. Les contraintes imposent la clarté. Un mot rouge qui tremble est plus mémorable que mille sprites importés lorsque la mécanique sous-jacente est solide.
Jouez à LIAR par vous-même sur https://playliar.netlify.app/.
Vous pouvez lire l'analyse originale du développeur et le contexte de la source sur https://dev.to/shabbir_sesaifee_8fdc587/i-built-a-game-that-lies-to-you-in-a-single-28kb-html-file-no-framework-no-assets-4hnh.
