Inspiration: We wanted to build a genuinely terrifying web game where visibility is scarce, every move matters, and you feel completely hunted in the dark.
What it does: A 2D survival horror game where you navigate a pitch-black trench. You use spacebar for sonar pings to map the maze, but watch out—too many pings spike your awareness meter and summon an ancient Leviathan.
How we built it: Built using JavaScript, the Phaser 3 framework for arcade physics/particles, and the Web Audio API to procedurally generate custom sonar and monster sound effects without heavy files.
Challenges we ran into: Scaling high-resolution PNG assets broke our physics hitboxes initially, so we fixed it by writing robust vector distance math for our collision triggers.
Accomplishments we're proud of: Nailed the atmospheric tension by creating a custom procedural radial gradient mask that makes navigating the dark actually scary.
What we learned: Mastered Phaser 3 bitmap masks, state management, and lightweight browser audio synthesis.
What's next: Adding procedural maze generation, parallax backgrounds, and randomized trench layouts.
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