Handmade games, built with unreasonable care about things that only sorta matter — spring physics, scary-good AIs, opponents with opinions. Fun not guaranteed. Sortafun guaranteed.
The classic game of Hearts, rebuilt from scratch: procedurally-drawn cards on a spring-physics table, a genuinely scary Monte-Carlo AI, and three opponents who talk a tasteful amount of trash. Pass the trash, dodge the queen, sorta have fun.
Determinized Monte-Carlo search, an opponent-modeling inference engine and a max-n endgame. Willa, Nora and Rex have read the book on Hearts. All of it.
They comment on the actual trick — authored lines, picked on-device by Apple’s Foundation Models. They never repeat themselves. Ever.
Every card is a spring-animated sprite on a homemade Metal renderer. ProMotion-smooth at 120Hz when it moves, render-on-demand still when it doesn’t — it sips battery.
Game Center quick match and invites for 2–4 players. Empty seats get filled by the Pro AI after ten seconds, and it takes over politely if someone drops.
sortafun is a one-person shop. The games run on gelatinous + renderboy — a homemade C++ UI framework and Metal renderer — because buying an engine would have been faster, and that was never the point.
No accounts. No ads. No tracking. Just cards, physics, and mild disappointment when you eat the queen.