Chase Your Dreams

A Construct 3 game about continuing forward through obstacles, pain points, setbacks, and pressure in order to reach the end and keep chasing your dreams.

Construct 3 →
Status Completed

Final group project built around message-driven mechanics, obstacle systems, score meaning, and persistence.

Build Type Collaborative

Final group project focused on turning a motivational message into playable mechanics.

Engine Construct 3

Browser-based game engine used for prototyping, event logic, enemy behavior, and gameplay flow.

Chase Your Dreams Playthrough

Project Overview

Concept: Chase Your Dreams is a message-driven game about pushing forward through obstacles and setbacks. The gameplay is designed around the idea that the pain collected along the way can still become meaningful if the player keeps going.

Team: A final group project made by Kevin Lewis, Joseph Squires, and Cameron Beattie.

My Role: I was the main programmer for the game. I worked on the gameplay mechanics, prototyped the game, playtested it, and refined the mechanics until the project reached a version we liked.

Gameplay Systems

Core systemsHow obstacles, pain points, and the ending tie back to the message.
SystemDetails
Obstacle Types
  • Includes three different enemy object types
  • One enemy moves straight down
  • One enemy follows the player on the x-axis
  • One enemy follows the player in every direction
Pain Points
  • The player collects pain points when they are hit
  • The game intentionally pauses abruptly on impact
  • The pause makes each hit feel disruptive and uncomfortable
  • The mechanic reinforces the theme of pushing through setbacks
Giving Up
  • The player can choose to quit early
  • Quitting gives the player the same message as finishing
  • The feeling changes because the collected pain points are lost
  • This gives the game's ending message a different emotional meaning
Finishing
  • If the player makes it to the end, pain points are added to the final score
  • The ending reframes the obstacles as something that mattered
  • The mechanic supports the message of continuing despite setbacks
  • The final score becomes a reflection of persistence

Core Message

Keep continuing no matter how many obstacles you run into. If you stick it out until the end, the pain you went through can still become worth something.

What Worked Well

Production notesWhat landed for the team by the final build.
AspectDetail
MessageThe game's message came through clearly because the mechanics supported the theme instead of only explaining it through text.
Enemy VarietyThe three enemy types created a stronger obstacle system than a single repeated hazard, making each section feel slightly different.
Ending ContrastGiving up and finishing both deliver the same message, but the score outcome changes the feeling behind that message.

Potential Improvements

Future improvementsWhere replayability and variety could grow.
AreaIdeas
Replayability
  • The game has limited replayability after the player understands the message
  • Once the player finishes or quits early, the structure becomes clear
  • Future versions could add branching paths or alternate endings
  • More variation could make repeat playthroughs feel more meaningful
Progression Variety
  • Add more enemy patterns
  • Create more obstacle phases
  • Add different types of player choices
  • Expand the score system so pain points can affect the experience in more ways

Technical Focus

Construct 3Game PrototypingGameplay ProgrammingEnemy MovementCollision FeedbackScore SystemsMessage-Driven DesignPlaytestingMechanic Refinement

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