Games and entertainment decision

Blastrunner

A minimal endless-runner front-end is practical for a single developer to build and host (prior open-source runner and game engines exist), so self-building is reasonable unless you need commercial polish, analytics, or monetization integrations.

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Built by Matt, who ships 8 products in this index

You pay

Not priced

No pricing page we fetched carried a figure, so there is nothing to compare against. The build side is still real.

You’d pay instead

$100one-off42 h to build

$0/mo1 h/mo upkeep

No published price to break even against.

Open-source builds that already do this

Every project below is open source and already does this job today. Fork one, self-host it, or take the parts you need - the build prompt further down assumes an empty file, and this is the shortcut past that. Licences differ; check the one on each card before you ship. All Blastrunner alternatives, with the arithmetic →

What a replacement has to do

  • Player controls a character that dodges obstacles and collects boosts to gain altitude; score increases over time and with pickups.

What it still won’t have

  • Polished art, animations and sound assets that a commercial studio would provide
  • Cross-platform publishing polish (stores, wrappers, automatic builds)
  • Any proprietary analytics, AB testing, or monetization integrations
  • Large-scale QA, device compatibility testing, and marketing

What remains hard

  • Product polish and ongoing maintenance
Read the build prompt

First-year cost

No published price

Blastrunner does not publish a price we could read, so there is nothing to compare against. What building costs is below.

Money you would actually spend

Keep paying
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Subscription price × seats × 12

Build it
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AI build —APIs + hosting —

Time you would spend

—

—

What you would spend

What we assumed

The verdict above measures whether you could build it. This one is only about money.

Runnable build prompt

Not run yet
Build a single-player endless-runner web game using Phaser 3 (or PixiJS) + TypeScript. Core features in scope: browser canvas rendering, a continuous upward-scrolling level, player controls (boost/jump), obstacle and pickup spawning with collision detection, scoring and localStorage high-score, simple start/pause/game-over UI, responsive layout, asset pipeline (sprites/sounds) and deployment as a static site on Netlify or Vercel. Out of scope: server-side leaderboards, in-app purchases, ad integrations, multiplayer. Include error handling, build scripts, unit tests for game logic (spawn, collision, scoring), and a README with deployment steps.
How we checked3 sources · 2/3 runs agreed · evidence score 86

How the score was reached

  • Build verdict base78
  • An open-source build was found+5
  • 3 cited sources+3
  • Evidence score86

The base comes from the verdict. Everything under it is a check that either happened or did not, and each one is a fact frozen in this record rather than a judgement made at render time - so the same evidence always produces the same number.

How scoring works →

Cited sources · 3

Every page the run actually retrieved.

Integrity checks

What held up, and what did not.

! 2 of 3 runs agreed; the verdict is the majority✓ Citations limited to fetched pages! 1 moat recorded