One game asks you to peel an apple in a single unbroken strip. Another puts two people on one office chair and sends them racing down a mountain. Open a link on X and play instantly on a phone. Three.js, Godot and Unity can make browser games like these, while Blender is useful for creating 3D objects. That does not establish which tools the individual creators actually used.
Seventeen games with dates spanning twelve days
The official Oichi Konnyaku Games catalog lists 17 titles with dates from October 12 to October 23, 2026. This is a twelve-day span of displayed release dates, not evidence that every game was built from scratch in a day. Bucho to Toge 2k2, the office-chair mountain game, steers by dragging left or right and brakes by dragging down. It also has personal-best ghost runs and rankings. One chair, two riders and the ambition of an entire motorsport league. Apple Peel belongs to a separate website. An X account sharing both games may be a curator, not their shared creator.
What each tool is for
| Tool | Main job | Best fit |
|---|---|---|
| Three.js | Interactive 3D inside a web page | Small browser minigames |
| Blender | 3D modeling and animation | Fruit, chairs and characters |
| Godot | Integrated game creation | Controls, rules and physics |
| Unity | Full game development | More complex 3D and web builds |
Simple spheres can be generated in Three.js code, so Blender is optional. Godot and Unity can publish games to browsers. Some games that look 3D achieve the effect using 2D art, perspective and shadows.
How could the peel effect work?
An illustrative implementation displays an irregular sphere, tracks touch position and speed, changes the touched surface and draws a ribbon along the finger's path. If the movement is too fast, the ribbon snaps. There is no need to re-carve a 3D apple mesh every frame. This is an example, not a verified account of Apple Peel's source code.
How can you identify the actual software?
Desktop browser developer tools reveal loaded scripts and assets. Traces of Three.js, Unity or Godot may be useful, but files can be renamed, compressed or bundled. A clue is not proof. As of October 24, 2026, the checked public pages did not establish the engine or AI tools used by Oichi Konnyaku Games. Publishing many games is not proof that AI generated them all.
Why can tiny games appear so fast?
The familiar loop—start, touch, fail, score, retry and share—can be reused. AI coding assistance can accelerate prototypes, but that is a general possibility, not an attributed workflow. Beginners can try Three.js with basic shapes and drag controls, then add scoring and restarting. Blender becomes useful for bespoke objects; Godot or Unity may make more sense as rules grow. The real hook is a bizarre challenge someone understands in one second and wants to try in the next. Keep development manageable and let the office chair supply the drama.
References (7)
- https://oichikonnyaku.com/
- https://oichikonnyaku.com/futari/
- https://ringo-no-kawamuki.pages.dev/
- https://threejs.org/manual/pages/creating-a-scene.html
- https://docs.godotengine.org/en/4.5/tutorials/export/exporting_for_web.html
- https://docs.unity.com/en-us/engine/6000.0/manual/platform-specific/webgl/intro/gettingstarted
- https://developers.cloudflare.com/pages/configuration/preview-deployments/





