How Hit the Fan Literally Hit the Fan


Devlog

Some projects are built from ambition. Others are built for fun. Hit the Fan was built because my little brother and I wanted to throw a bottle into a fan and see what happens.

This game started as a small bonding moment. I was showing my brother how to make a game—something simple, physics-based, and goofy. We ended up with a bottle, a fan, and a bunch of stuff to hit. The idea was: throw the bottle into the fan, let chaos happen, and build a high score based on how much stuff you smash.

He lost interest after a while, as kids do. So the project sat on my hard drive, half-forgotten. I’d occasionally stumble on it while organizing files, smile at the name Hit the Fan, and move on.

Fast forward to now: no big announcement, no polish sprint, no roadmap. I just decided to post it. Why not?

What Hit the Fan Is

It’s exactly what it sounds like. You aim, throw, and watch a bottle ricochet through a room full of objects after hitting a fan. Every item it collides with adds to your score. The physics are unpredictable in a fun way, and sometimes the bottle gets stuck in a loop that keeps racking up points—those are the best moments.

It’s dumb, it’s simple, and honestly, it’s kind of satisfying.

Why I Posted It Anyway

Sometimes you don’t need to finish a game with a long checklist or a marketing plan. Sometimes, it’s enough that it makes you smile—or better yet, makes someone else laugh when they try it.

So if you're in the mood for something silly, chaotic, and low-pressure, give Hit the Fan a try. It may have started as a demo for a kid, but now it's a weird little project out in the wild. And that feels good.

Files

v1.0Hit_Fan.zip Play in browser
38 days ago

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