You don't need Unity to make a game. You need a <canvas> tag, one honest game loop, and someone to show you the twenty ideas that every 2D game ever shipped is built from.
Canvas Academy is a typing book, not a reading book. Every chapter gives you a short, complete listing to run in the workbench file you build in the setup chapter, then a "Try it" challenge that proves you understood it — with worked solutions in the back when you get stuck.
Part I — Fundamentals. Drawing, shapes, color, transforms, the game loop, delta time, keyboard, mouse. Eight chapters, eight tools you'll use forever.
Part II — Build Breakout. A paddle, a ball, bricks, collision, game states, score and lives — a real game, assembled a chapter at a time, with the arithmetic explained down to the pixel.
Part III — Make it feel good. The architecture chapter that reshapes how you think about game code, then particles, screen shake, easing, synthesized sound, and sprite animation — the "juice" that separates a demo from a game.
Part IV — Finish it. The complete Breakout with three TODOs only you can fill, then a sandbox with starter plans for Pong, Snake, and Asteroids. The training wheels come off.
Plus three appendices: worked solutions to every challenge, the compact helper library the capstone uses, and a glossary of every term the book leans on.
Who it's for: programmers who know basic JavaScript (variables, functions, loops) and want to finally understand how games actually work — not how to operate an engine. No prior graphics or game experience assumed. The whole toolchain is a text editor and a web browser.