Tbilisi, Georgia

Games by Mykola Akimov

Game design · playable prototypes

I design small games around one clear mechanic, then build them and test them on players. In 2026 I made 11 game projects in Godot, Unity and Python. Before games, I spent 10+ years building web systems.

How I work

  1. One mechanic firstRally Flow has one control: the throttle. In Mile2Mile you never steer, you signal.
  2. Rules on paperA short concept and written rules for each system, before I build it.
  3. Small stepsBuild one piece, check it, then the next one.
  4. Playtest, then cutMile2Mile lost half of its roads after a playtest. Starlane lost its first concept.

I build with AI coding agents (Claude Code). The ideas, the design, the decisions and the playtests are mine.

Games

A cream rally car going over a crest among sunflowers, with the pacenote card for the next hill in the corner.

Rally Flow

Release build readySide-view rally · Godot 4.6 · Android

Design: one control, the throttle, and no control in the air. Pacenote cards show the next crest, so every jump is decided before take-off. Six stages, a duel, free ride and a garage, with no ads and no purchases.

Game page →
The cream and orange KESTREL van on a desert road with green bushes behind it.

Mile2Mile

In developmentRoad-trip driving · Unity 6 · PC

Design: you never steer. The van drives itself, and the turn signal decides every turn and stop. Parcel jobs, hitchhikers, fuel and flat tyres. Six playtests in three weeks shaped the map and the rules.

Game page →
The K-73 space tug from behind, three engines glowing blue.

Starlane Logistics

PrototypeFirst-person space sim · Unity 6

Design: the ship is your home. A cold start switch by switch, a cab you live in, a hyperlane ride. I cut a big first concept down to one small tug.

Game page →
A dust storm seen through a robot's camera, with a thin telepresence HUD.

Colony (working title)

PrototypeSurvival sandbox · Unity 6

Design: you stay in the capsule and work outside through a robot. Dust storms in five categories, and a slingshot scanner instead of a compass.

Game page →

HUB

PilotText novel in a Claude chat · Python + MCP

Design: the AI tells the story, and a deterministic engine owns the world. Every action goes through a closed list, so the model cannot change the world with words.

Game page →
Max, a Jack Russell puppy, in the yard with big snowflakes around him.

My Friend Max

In developmentPet game for small kids · Godot · Android

Design: made for small children, so there are no punishments, coins, timers or ads. One hidden need, sleep, instead of meters.

Game page →
The cab of a big truck at evening, frost on the windows, a low sun over snow.

The Long Expedition

PrototypeExpedition truck sim · Unity 6

Design: −40° outside, a warm home inside. A walkable 15.5 m truck that keeps driving while you move through it and climb onto the roof.

Game page →
A yellow 70s taxi with glowing rings instead of wheels, above city roofs at sunset.

AirTaxi

Early prototypeFlying taxi · Unity 6

Design: power lanes on the walls hold the whole city in one 3×3 grid. Fly low, fly in the grid, or leave it on your battery.

Game page →
A yellow 70s taxi in a queue of cars at a red light on a wide street.

Taxi in Your City (working title)

Early prototypeCity driving · Unity 6

Design: you never steer: gas lever, turn signal, horn and a paper map. The city is real, imported from OpenStreetMap; the first one is Kherson.

Game page →

More prototypes