Phaser 3 • Endless Runner • Arcade Action

Junkyard Jubilee

An endless runner game made in Phaser 3, built around jumping over ground obstacles, shooting flying hazards, scaling difficulty, and fast arcade-style survival gameplay.

Status Playable

Browser-based Phaser 3 endless runner focused on reaction timing, obstacle avoidance, and shooting hazards.

Gameplay Video

Junkyard Jubilee Gameplay

Project Summary

Project Overview

Concept

Junkyard Jubilee is an endless runner where the player survives as long as possible while reacting to both ground obstacles and flying objects.

My Role

My role included programming the initial endless running mechanic, obstacle spawning logic, creating obstacle art assets, and making some sound effects.

Gameplay Systems

Gameplay Systems

Runner 01

Endless Running

  • Built around a continuous survival loop
  • The player keeps moving while obstacles appear over time
  • The goal is to survive as long as possible
  • The loop supports quick retries and arcade-style play
Spawning 02

Obstacle Spawning

  • Implemented obstacle spawning logic
  • Ground obstacles force the player to jump
  • Flying obstacles require the player to shoot
  • The mix of obstacle types creates split-attention gameplay
Input 03

Shooting + Jumping

  • The player must use both jumping and shooting to survive
  • Ground objects are avoided with the space key
  • Flying objects are handled by clicking to shoot
  • This creates a more active loop than jumping alone
Scaling 04

Difficulty Scaling

  • The game becomes more difficult the longer the player survives
  • Object spawn rates increase over time
  • More objects can appear at once as difficulty rises
  • The scaling helps the game feel progressively more intense

Worked Well

What Worked Well

Pacing 01

Difficulty Ramp

The difficulty scaling worked well because the game increases the speed, spawn rate, and number of objects as more time passes.

Reactions 02

Dual Reactions

Having both ground objects to jump over and flying objects to shoot creates an interesting dynamic where the player must split attention between two actions.

Loop 03

Arcade Loop

The endless runner format keeps the game simple, readable, and replayable, while still giving the player room to improve through reaction timing.

Potential Improvements

Potential Improvements

Feedback 01

Shooting Feedback

  • Add a visible laser effect when shooting objects
  • Make the shooting action easier to read
  • Improve the feedback between player input and enemy destruction
  • Add more visual polish to the combat interaction
Visuals 02

Art Consistency

  • Unify the art direction across all assets
  • Improve visual continuity between sprites
  • Create a more consistent junkyard theme
  • Polish assets so the game feels more cohesive

Tech Stack

Technical Focus

Phaser 3 JavaScript Endless Runner Design Obstacle Spawning Difficulty Scaling Jump Mechanics Shooting Mechanics Arcade Gameplay SFX Pixel Art Assets

Playable Browser Game

Junkyard Jubilee combines jumping, shooting, obstacle spawning, and difficulty scaling into a fast arcade endless runner.