FALO Little Games

Little games, made for fun

Small games,
made around
one falò.

Falò is Italian for bonfire. I'm one developer with more than 25 years of writing code, making the games my kids and I want to play — in my spare time, for the fun of it.

Out now!

Fire, Gees & Braai!

Keep the fire going. Keep the people happy.

Download on the App Store Coming soon on Google Play
Take a look ↓
iOS now, Android & Steam next Four games on the App Store One developer, 25+ years of code Ideas from the kids

The games

Out now on the App Store

Each game keeps its own site and its own world. This is the door to all four.

iPhone & iPad cooking game · Mzansi

New game

Fire, Gees & Braai!

Braai the South African way.

A quick, cheerful cooking game made in and for Mzansi, by an Italian who lives here with a braai-loving family. Put the meat on the coals, flip it when the ring turns green, and get a plate to every guest before the clock runs out. A year of lekker braais, from Durban to Cape Town. On iPhone Duo the braai fills both screens, and folding the phone drops the kettle lid.

13 stops and a Daily Challenge Wood, charcoal, kettle, gas and potjie Diwali, Eid and Heritage Day Vegans get their own tongs Made for iPhone Duo Free with adverts, no in-app purchases
Fire, Gees & Braai! game icon
The Fire, Gees & Braai! title screen: South African flag bunting, a kettle braai under a savanna sunset and The Braai Tour button
A Durban beachfront braai in play: meat on the grill during a Perfect ×10 combo, four guests waiting and 1:49 on the clock

iPhone puzzle adventure

False Door

Every door lies but one.

Solve one hundred fair-play riddles, uncover why a kingdom was erased from every map, and find the ending hidden beyond its final door.

100 hand-crafted riddles A mystery with an ending Free with adverts
False Door game icon
False Door's title screen, looking through torchlit gates toward a distant castle
A False Door riddle room with two wooden doors and a truthful brass sign

Free game, dreamed up by kids

Now free!Every planet

Fart Me To The Moon

Charge up. Let it rip. Fart to the Moon.

A silly one-thumb launcher for iPhone and iPad. Pick your character, fuel up on ridiculous foods, and blast off — every planet, from the Moon to Uranus, is free. Ad-supported, with an optional one-off $0.99 PERKS pack: two extra characters, bonus foods and no ads between runs.

Every planet is now free. Mars, Jupiter, Saturn and the Uranus finale are open to everyone, plus planet replay, planet leaderboards and upgrade levels up to 15. Out of gas? Watch an ad for a second wind.

Every planet free Optional $0.99 PERKS Five quirky characters Leaderboards
Fart Me To The Moon title screen: a character blasting from Earth toward a crescent Moon Fart Me To The Moon: a shielded character climbing through the sky on a swirling green gas cloud Prepare for launch: choose baked beans and other foods to fill the gas tank

Landscape adventure for ages 6-10

Updated!v1.1.1

Avery's Forest Adventure

Explore Whispering Woods, rescue friends who got separated on a camping trip, collect forest treasures, and build a cozy camp together. No timers, no fail states.

Five new bonus trails are included with Full Adventure. Find keepsakes, fill your journal, and unlock a Friends' Picnic for camp.

25
woodland trails
5
new bonus trails
5
forest keepsakes

More small worlds are on the way, and several are close to done.

Tell me what you'd like to play →

Behind Falò

A hobby that keeps shipping

It's just me: a prehistoric developer with more than 25 years of code, old enough to remember Perl scripts in cgi-bin folders. Falò is where I make the games my kids and I want to play.

For years, two things stopped me: time, and the fact that I can't draw. I can build an interface all day, but my drawings are like pizza with pineapple: technically possible, still an abomination. AI tools fixed the drawing part, and they help with the time too.

The ideas still start with me or my kids — a character, a silly mechanic, a place they want to explore — often as a dodgy sketch. I build the ones that still sound fun a week later.

I don't expect to get rich from this: licences and store fees cost more than the games earn. If the ads and the odd purchase cover a gelato with my wife and kids now and then, that's a win. Watching family and friends play something I made is the whole point.

See the tools I use, and why →

iPhone first, then Android and Steam

I started with Apple's SpriteKit, which is why the games out now are iOS only. New games are built in Godot, so Android and Steam are next, with slightly bigger games: less bathroom break, more Sunday lunch.

Small on purpose

Short sessions, clear rules. A game should be finishable.

More on the fire

Several new games are nearly ready, a couple of them with the intensity turned up. Still nothing gory, nothing frightening.

Honest about AI

The ideas and sketches are ours. AI helps with the design notes, drawing, music, voices, translations and code, and nothing ships until I've checked it. Here's exactly what I use →

Contact

Say hello

Bug reports, press questions, or an idea for a game. Everything lands in the same inbox and I read all of it.