Last Hit Champion
Inspiration
The project is inspired by the core gameplay mechanic of League of Legends: the "last hit." In competitive MOBAs, earning gold by delivering the finishing blow to a minion (creep) is a fundamental skill that separates the pros from the casuals. We wanted to create a focused training ground where players can practice this rhythm-based precision without the distraction of a full 30-minute match.
What We Learned
Building this project was a deep dive into several advanced technologies:
- Phaser 3 Integration: We learned how to bridge the gap between a high-performance game engine and a modern React frontend.
- Computer Vision with MediaPipe: Integrating hand tracking allowed us to explore immersive "no-touch" controls, turning a mouse-click mechanic into a physical gesture.
- Game Balancing: We discovered the mathematical complexity of balancing AI damage against player reaction time.
How We Built It
The project was built using the JetBrains WebStorm IDE and the Junie AI agent.
- Frontend: React served as the UI wrapper, handling menus, settings, and leaderboard state.
- Game Engine: Phaser 3 powered the rendering, physics, and minion AI.
- AI Collaboration: Junie helped architect the scene transitions and debug complex state management between the hand-tracking hooks and the game scene.
Challenges Faced
- Fitting Game for a fun event booth experience: Needed to balance the gameplay to be both fun and yet short and challenging enough to keep players engaged.
- Stability and Performance: The game needs to be stable and responsive to operate in a booth environment with flaky internet access. Minimum network is required to operate once the page is loaded.
Built With
- javascript
- phaser.js
- react
- vercel

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