Inspiration
The inspiration for Luma's Quest came from a love of classic puzzle-platformer games and a desire to create something that combines exploration, problem-solving, and a sense of adventure. We wanted to build a game that would challenge players while remaining accessible and fun.
What it does
Luma's Quest is a celestial puzzle adventure where players control Luma, a tiny star-born creature, through ancient temples to restore shattered constellations. The game combines spatial reasoning puzzles with a magical narrative, featuring:
- Tile-based navigation with precise movement controls
- Fragment collection system that visually restores star patterns
- Dynamic puzzle mechanics including rotating bridges and light beams
- Progressive difficulty that teaches mechanics organically
- Cinematic storytelling through environmental narrative and cutscenes
How we built it
Architecture & Technology Stack
The game is built as a single-page HTML application using:
- Phaser 3.60.0 (via CDN) - Game framework
- HTML5 Canvas (800×600) - Rendering target
- Vanilla JavaScript - Game logic
- Web Audio API - Procedural sound generation
Challenges we ran into
Challenge 1: CORS Errors with Video Assets
Problem: Videos wouldn't load when opening HTML directly (file:// protocol)
Challenge 2: Scene Transition Cutscene Repetition
Problem: Cutscene videos were being reloaded multiple times on replay
Challenge 3 Player Movement Issues
Problem: "Cannot read properties of undefined (reading 'isParent')" error
Challenge 4: Balancing Difficulty
Problem: Game was too punishing—death reset all progress
Challenge 5: Performance Optimization
Problem: Multiple systems running simultaneously could impact FPS
Game Features
Stage 1: Luma's Day One
- Simple maze navigation
- 3 constellation fragments
- Pedestal activation
- Introduction to core mechanics
Stage 2: The Crystal Labyrinth
- Rotating Bridges: Pressure plate-activated platforms
- Light Beam Puzzles: Reflector-based redirection
- Timed Barriers: Pattern recognition challenges
- Color-Coded Doors: Sequence-based puzzles
- Spike Hazards: 5 deadly traps (death & respawn system)
- Complex Maze: 51 walls creating intricate pathways
- 4 fragments requiring multi-mechanic solutions
Polish & Extras
- Cinematic cutscenes with skip functionality
- Victory sequence with celebration
- Background music (looping)
- Sound effects (fragment collection, death)
- Particle effects (sparkles, glows, bursts)
- Dynamic lighting and glow effects
- Camera effects (shake, flash)
- Pulsing animations on interactive objects
What I'm Proud Of
- Complete Feature Implementation: Every planned feature was successfully implemented
- Player-Friendly Design: Death doesn't frustrate—it teaches
- Visual Polish: Professional-looking effects without external assets
- Modular Architecture: Clean, maintainable code structure
- Problem-Solving: Overcame every technical challenge encountered
- Documentation: Comprehensive guides for setup, troubleshooting, and publishing
Future Enhancements
Potential improvements for future versions:
- Additional stages with new mechanics
- Boss battles or timed challenges
- Leaderboard system (speed runs)
- Mobile touch controls
- Save/load system
- Achievement system
- Level editor for community content
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