Inspiration
We took inspiration from Pac-Man’s satisfying collect-everything loop and Roblox Nullscape’s tense, unsettling atmosphere. We wanted to make collecting feel risky: every dot brings you closer to triggering a collapse that forces you to find your way back to safety.
What it does
WebScape is a five-level platformer where you collect dots, avoid enemies, and race back to the start platform as the arena collapses. Before each level, choose two enemies for the upcoming run. During the collapse, gold dots offer extra credits, but reaching them means taking risks. Spend those credits on upgrades between levels, then see how far you can make it.
How we built it
We builtWebScape with JavaScript, Phaser 3, Matter.js, and Vite. Phaser handles the game and rendering, while Matter.js powers movement and collisions. We created seeded platform generation, enemy behaviors, intermission choices, upgrades, and collapse logic as separate modules. Node’s built-in test runner covers the core game systems and physics cases.
Challenges we ran into
Procedural platform layouts had to be varied without making jumps impossible. We tested platform clearance and jump reach, then handled one-way landings across different shapes, including angled ramps. Another challenge was coordinating enemy selection, run-wide enemy limits, modifier rewards, upgrades, and the final-level victory flow without losing state between levels.
Accomplishments that we’re proud of
We built a complete five-level loop with four distinct enemy types: Dasher, Doppelganger, Stopwatch, and Sentinel. Enemy choices and modifiers change from run to run, while the collapse turns the map into a high-pressure route back to the exit. We’re also proud that the movement systems are tested across all platform shapes, including pass-through, landing, and drop-through behavior.
What we learned
We learned how much game feel depends on the details: whether a jump is reachable, whether an enemy attack is readable, and whether a risky reward feels worth pursuing. We also learned to separate game rules from rendering so we could test timing, enemy limits, and movement behavior independently.
What’s next for WebScape
Next, we want to playtest and rebalance upgrade prices and collapse timing, finish the Slow the Rise upgrade, and improve the game’s art and audio. We’d also like to explore moving platforms and ziplines once the core routes feel right.
Built With
JavaScript Phaser 3 Matter.js Vite Node.js test runner
Built With
- css
- html
- javascript
- matter.js
- phaser.js
- react
- vite
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