Louigi Verona's Workshop

These are Desktop and Web games that I have designed over the years.

Please note that my interest is mainly in creating new types of games, rather than working with proven concepts. Therefore, a lot of these are "experimental" in that they offer novel gameplay. Any feedback is greatly appreciated!

Perfectionist is an original puzzle game, which I invented in 2016. The goal of the game is to remove all blocks by matching blocks with same numbers. Combining blocks with different numbers will produce a single block with a value that of a difference between the two blocks. Check it out. It's an immersive puzzle, and if it's up your alley, you are going to spend hours and hours with this.

The game is optimized for mobile as much as possible.

Perfectionist: Levels is an immersive puzzle, based on numbers. It is a production quality web game, optimized for mobile, with over 150 puzzles of progressive difficulty. You will need a Facebook login in order to play the game.

The game was inspired by Perfectionist, as a way to use a similar concept, but for designed levels. Unfortunately, the game in this form is a tad tedious, and lacks the excitement of the original. Additionally, I have reworked the original game to be more dynamic. So, try this at your own risk, although I have been told that it is definitely enjoyable sometimes. It is also beautifully designed :)

Verteron Controller Factory is a representative of incremental games genre. Your goal is to build "Verteron Controllers" in order to become the ruler of the world. Buy technological upgrades to make your factory more and more efficient! The game is addictive, so play at your own risk.

Wizard Battle is a slot-machine style card game. It is an original game, initially designed in 2014. I continue to work on the game.

Wrenchman is a desktop wrench-throwing game. The premise of the game is that you have 10 wrenches which you throw at enemies to kill them. However, your ammo is never replenished, so you will have to pick wrenches back up.

Wrenchman mascot is a bear holding two wrenches


Perimeter is a hardcore game of skill. Your goal is to not let enemies cross the screen. It is a total mayhem of bullets and explosions. Your ship has three types of guns and in order to win the game you need to master all of them.

You control the machine gun that kills only aerial enemies with C, a gun that shoots only ground units with Z and X, and a gun that kills all types of units with A and S. Since the latter two guns are not automatic, the two buttons are assigned in order to allow the player to press the two buttons in succession and create a more dense fire.

This is one of my personal favourites, it is a very well made game and fun to play if you master the controls. A video advertising and explaining how the game works will soon be published.

Q Tower is a fidget game. Seriously. It is designed to be a game that one can play while on a boring conference call at work, or when talking to someone on the phone for hours and wanting to do something in parallel.

The goal of the game is to reach the bottom of the Q Tower, while collecting items and killing enemies. You are given a "score debt" at the start, and the idea is to remove the debt before you reach the end of the tower.

The game has "infinite mode", when the tower never ends. By typing "makeitso" the player can also remove all enemies and turn Q Tower into the ultimate fidget game. Just jump from platform to platform and collect items - forever!

The Prisoner is another fidget game. The goal of the game is to serve you prison sentence in the dungeon of Prince Abubu. Each passing second increases your score, and once you reach the goal score - you have served your prison sentence. However, you can make it happen faster if you collect treasure. You also need to eat. If your health goes down to 0, you die. Therefore, the game forces you to pay at least a little bit of attention.

Dangerous Mining is a desktop zero-player game. The player has no control over the outcome of the game and is the initiator: you only need to press the spacebar. This launches a pellet which tries to reach the top. Nevertheless, the game is fun and even addictive. This is one of my first zero-player concepts.

The Gunslinger is a game of skill. The goal of the game is to travel accross the Solar System, starting with Mercury and concluding with Neptune. In order to advance, the player has to shoot targets. Ammo is limited, but each time a target is shot, you are rewarded additional ammo. The game displays your performance statistics in real-time, allowing newbies to track their progress and real gunslingers to boast about their 100% accuracy.

The game has some nice concepts, for instance, the distances between in-game planets are proportional to distances between planets in the Solar System. Additionally, great emphasis is placed on real-time statistics, to make the game more interesting to the player. Every check-point the game will demonstrate how well the player is doing compared to the previous check-point.

15 Orbs of Votsor is a desktop maze game for Windows, Mac and Linux. Featuring merciless gameplay, the game is tailored to those who love a serious challenge. Beautiful project in terms of design, a whole soundtrack written specifically for the game.

The only downside is that the game was initially written on an old laptop with a small screen and the 240x240 window seemed like a fine idea back then. Today the game looks tiny and in order to play it one either needs a lot of dedication or a magnifier app, typically available on any operating system by default.

Maze: The Elephant Challenge is a desktop game for Linux, Mac and Windows which focuses on solving mazes. The goal of the game is to visit every place in the game, including a number of secret locations. The central piece of the game is a huge maze called Elephant which has to be solved in order to "beat the game".

Title screen

R Maze is a game styled as an old-school DOS game where the player has to go through a maze, while collecting various (rather strange and probably completly useless) items. The game was never completed, and creating levels was technologically difficult. Just like any other 2D maze game, this game suffers from bad controls - not because of any technical gitches, but because it is extremely difficult to implement controls for a 2D maze game that would be intuitive and easy to use. Still, I would like to make a game similar to this in the future, so regard this specimen as proof of concept.

Text Game is... well, a text game! Simple, but charming. Or so I was told!