The games
Four games at Luvzilla Games: two playable prototypes and two sister games that have just moved into development. Here's what each one is about.

GENERAL!
Playable prototype
Give the orders, then watch them all land at once.
A medieval battle game where both armies plan in secret and every order resolves at the same moment. Nobody moves first, so the fun is reading the field and guessing what the other side will do.
- Simultaneous turns: orders for swordsmen, spearmen, archers and cavalry all play out together.
- Readable at a glance: every unit has a clear standard and portrait, so the field tells you what's happening.
- Terrain and weather that change what works, from rough ground to a storm clearing into sun.

CHEF!
Playable prototype
Run the restaurant, not just the kitchen.
Design a small restaurant, hire and set up the staff, choose the menu, then press Start Service and watch customers, servers and cooks run it on their own. The fantasy is building an efficient restaurant machine, and finding out where it breaks.
- Indirect control: you design the system; the staff and customers make their own moves inside it.
- The layout matters: the queue, the seating and the kitchen stations all decide how the night goes.
- A working economy: ingredients, supplies, wages and cleaning up after the rush.
Sister games: RISEN! and ZEKE!
The same loop in two eras: scavenge, fortify, and know when to move. The concept painting shows both sides of it, a medieval camp and a boarded-up modern house under the same moon.

RISEN!
In development
Strip the land, pack what you can carry, walk on.
A medieval zombie survival game where you lead rather than fight. You start alone at a campfire, scout outward ring by ring, send trips into what you find and turn the loot into food, walls and tools. The land around a camp runs dry while the risen grow bolder, so sooner or later you pack up and move on.
- You can never carry everything: each move turns a fortified camp back into a campfire.
- Progress you can see: hands, then a sack, then a wheelbarrow, then a horse and cart.
- The real decision is when a camp has given all it can, and what it's worth to walk away.
ZEKE!
In development
Board it up. Hold it. Leave it.
RISEN!'s modern sibling. Every home is borrowed: you move into a building that already exists, board up its windows by day and hold it by night. Guns win the fight in front of you, but every shot is loud, and noise brings more zekes.
- Pick your shelter: a house, a pharmacy or a school, each with its own windows, floors and quirks.
- Day plans, night judges: calm days full of decisions, short tense nights that show if they were right.
- Leaving hurts: you abandon what you built and carry what you can to the next building.