The idea
Paper Arcade borrows its look from job printers, riso studios, and
newspaper front pages: one paper color, two inks, thick rules, and
type that is allowed to be loud. It exists to prove a point that a
game site does not need a dark background and a neon glow to feel
alive. Everything here is hand-written HTML, CSS, and JavaScript.
No frameworks, no bundler, no build step. What you play is what
was typed.
The design system
Every color, gap, and duration on the site comes from a token at
the top of the stylesheet, which means changing one line changes
every page. Paper is #f3eee3. Ink is
#191510. The two accents are riso orange
#e8511c and press green #2b6e62, with a
mustard #d9a514 for stamps. Borders are two pixels and
shadows are hard offsets, because soft blur belongs in a
photography app. Ink mode swaps paper and ink for anyone who plays
at night, and the swap is one attribute change, not a second
stylesheet.
The type
Two faces, as the rule allows: Fraunces for headlines, with its
optical size doing the heavy lifting at 900 weight, and Space Mono
for everything the machine says, which is most things. Space Mono
was chosen because a monospaced voice makes the games read like
forms and tickets rather than marketing. Body text is at least
16 pixels everywhere, line lengths are capped, and headlines use
real optical kerning from the font file rather than squishing.
The motion
The house rule on motion: small things move fast, big things move
once. Micro-interactions run 100 to 300 milliseconds on transforms
and opacity only, entrances stagger in as you scroll, the hero
headline gets exactly one kinetic moment, and page changes use the
browser's own view transitions where supported. Nothing loops
forever except the ticker, which earns it. If your system asks for
reduced motion, the whole press room stills: reveals snap in, the
ticker freezes, and only the game boards keep moving, because a
board that does not respond to input is broken, not calm.
The privacy stance
There is no backend, no analytics script, no cookie banner, and no
account. Scores live in your browser's local storage under a
shared prefix so the record desk can find them, and the wipe button
on the stats page removes all of it in one go. The site would work
identically served from a floppy disk.
The changelog
- v1.0First print run. Five games, the record desk, ink mode, shared sound engine, undo in Drift, strict mode in Signal, first-click-safe Minefield on all three sheet sizes.
- v0.9Proof pass. Keyboard support on every pad and board, focus states redrawn, long-press flagging added for touch, tile motion moved to transforms only.
- v0.8Type pass. Fraunces locked for display, Space Mono for UI, ticker rebuilt as a single keyframe loop, hero headline given its one kinetic moment.
- v0.7Foundation. Token system, paper texture, halftone overlay, masthead, and the game card lineup.
The credits
Concept, design, code, and all words: the Paper Arcade shop floor.
Type: Fraunces and Space Mono from Google Fonts. Hosting:
Cloudflare Pages. Source: github.com/stewiefeh/paper-arcade.
Errors in the dictionary are the compositor's own.