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:

  1. Tile-based navigation with precise movement controls
  2. Fragment collection system that visually restores star patterns
  3. Dynamic puzzle mechanics including rotating bridges and light beams
  4. Progressive difficulty that teaches mechanics organically
  5. 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

  1. Complete Feature Implementation: Every planned feature was successfully implemented
  2. Player-Friendly Design: Death doesn't frustrate—it teaches
  3. Visual Polish: Professional-looking effects without external assets
  4. Modular Architecture: Clean, maintainable code structure
  5. Problem-Solving: Overcame every technical challenge encountered
  6. 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

Resources & References

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