Daisy’s Jam Factory / Workshop preview
GrymmWorld
Game Workshop.
Strange little adventures.
Big ideas, still becoming.
A place to try the toys, notice the magic, and decide what deserves another turn. Every experiment keeps its own identity and its own next question.
Explore the experiments
Four current experiments. One earlier milestone. Party Watch now has a browser playtest.
Party Watch is hosted on itch.io and playable below. The other local candidates still need their development computer; Roblox keeps its existing owner/collaborator access.
GrymmWorld / Browser playtest
Play Party Watch:
The Keepsake Run.
Public browser prototype · In development
Keyboard: WASD or arrow keys to move, C to duck, E to collect, Space or Shift to dash, and Esc to pause. Click inside the game first.
Open the game on itch.io Read the one-sheet case study
Playtest notes: Early keyboard playtest, with no audio in this build. Use a desktop or laptop browser with WebGL2 support. Mobile play and touch controls are not verified. Fairness and full-run feel remain part of the next creator playtest.
The game is hosted by itch.io. If the embedded view is too small or does not load, open the itch page directly. Use the game’s fullscreen control when available.
01 / On the workbench
Choose the next
little adventure.
01 / Sneak · Collect · Get home
Party Watch:
The Keepsake Run
While the party sleeps, its hireling slips into the dungeon for curious treasures. One connected floor, three curio checkpoints, four staged monsters, and ways to sneak, duck, hide and dash.
Does the journey feel tense and fair enough to try again?
What is ready, and what needs review?
Published browser prototype: v0.1.0.
Early keyboard playtest, with no audio in this build. Use a desktop or laptop browser with WebGL2 support. Mobile play and touch controls are not verified. Fairness and full-run feel remain part of the next creator playtest.
02 / Lanes · Heroes · Capture the flag
Dungeon Arena Brawl:
Royal Trial
A separate GrymmWorld reskin of American MOBA. Familiar dungeon characters meet lanes, towers, minion waves and flag captures. The original is preserved and combat rules are unchanged.
Does a dungeon tournament make the match clearer and more fun to inhabit?
What is ready, and what needs review?
Passed 13 simulation, 27 browser and 38 asset checks. Creator look review and a verified human play session remain before community readiness.
The 24-second intro is planned, not produced. No public game link is verified.
03 / Tactics · Puzzles · A living book
GrymmWorld Grimoire:
Playset
A separate tactical playset with camera controls, chapter-colored rims, book motion and optional advice from four original personalities. The playtested Notebook remains separate.
Can you read the board, understand the choice, and want to turn the next page?
What is ready, and what needs review?
Rendered checks corrected a washed-out first pass. Chapters one and five still look similar, and crowded figures need human judgment.
AI-versus-AI, expanded encounters and the proposed two-knockdown rule are not implemented. No hosted browser build is verified.
04 / Cooperative ride · Family play
Dungeon Train:
Clockwork Grand Revue
A family ride through a shared dungeon, with puzzle contributions, boarding guidance, boss warnings and a clearer controller interface.
Can the party follow the action together, especially on a controller?
What is ready, and what needs review?
The HUD correction is built and automated checks passed. The latest Studio visual review is pending.
The existing Family Playtest remains limited to the owner and collaborators. That does not establish that the newer candidate is uploaded or Xbox-ready. Multiplayer, controls and performance need acceptance testing.
Joy Engine / Field Notes / Playtest file 01
Party Watch:
from the first toy to the Keepsake Run.
A one-sheet case study of a small toy, Daisy’s playtest feedback, and the next GrymmWorld experiment. This historical sheet records the earlier local candidate; the playable version above is separately labeled.
Case study snapshot · 4 November 2026

Read the case study as text
GrymmWorld Party Watch: from the first toy to the Keepsake Run. Sneak. Collect. Get home.
The party is asleep. You are the torch-bearer. Slip out for curious keepsakes, survive the dungeon and find your way home.
01 / Start with a toy: Little Lantern Trail
Bring three lights home. Daisy reshaped the first toy with a blackout, portable lamp, garden maze and monster. A completed human playtest gave the next version something real to build on.
“I had one intense moment but survived!” Daisy, after the Trail run.
Her direction: introduce skills slowly, clarify pickup and test before expanding.
02 / Give the toy a world: the Party Watch idea
Daisy imagined a torch-bearing hireling sneaking out for keepsakes while the adventuring party sleeps. The Joy Engine idea now had a setting, a role and a reason to return: her own GrymmWorld.
03 / Build the next test: The Keepsake Run
One floor. Three curios. Four monsters. Sneak, duck, hide and dash. Touch a monster and the run ends.
Automated checks passed on the local browser candidate. A return shortcut and an explicit party-signal ending complete the current route.
Next human check: fairness, sound and full-run feel. Fuller ecology and randomized floors remain future work.
The Joy Engine at work: small toy → creator feedback → world-led demo → the next playtest.
This is a local candidate, not a public release. The concept poster is illustration, not gameplay.
Status snapshot: 4 November 2026, 21:07 UTC. This is a curated review snapshot, not a live build monitor. Automated checks do not replace human playtesting. Recheck each status before launch.
02 / Notice the moment
Play first.
Then leave a note.
Record the exact build and controls you tried, then bring back three small observations.
What made you curious, tense, proud, or eager for another try?
Where did you get stuck, lose the thread, or stop feeling in control?
What is the smallest adjustment worth testing in the next version?
These are playtest prompts, not a submission form. This page does not collect or send feedback.
03 / Proposed release checklist
From experiment
to something shared.
Approval comes before upload. A draft, a public release and a social post are separate steps.
Approve one experiment and exact build.
Identify the version, intended audience, test results and known limitations. Keep the original, candidate and experiment separate.
Prepare the community itch draft.
Confirm asset and export rights, the target community itch account, project details and draft audience. Approve the specific game export for upload. Include only the approved export, not private records, credentials or source assets.
Save as a draft and verify access.
After the authorized upload, check who can access the draft and whether the actual game works. A draft is not a public release; a successful upload does not authorize public access.
Approve the public release separately.
Verify the intended visitors can load and finish the approved build before adding its real Play link to Squarespace.
Approve the screenshot and social post.
Use real gameplay from that approved version. Review the exact screenshot, caption and named social destinations, check rights and remove personal information, then post only after approval.
Design plan only. No upload mechanism, automatic public release or social posting is enabled. Account ownership, available APIs and platform limits still need verification. Each unmet approval or test stops the process.