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.

Playable Link → GitHub Source Phaser 3
Status Playable

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

Build Type Collaborative

School group project built around fast arcade survival and replayable endless-runner mechanics.

Engine Phaser 3

JavaScript browser game using Phaser 3 for player control, spawning, collisions, and arcade gameplay.

Junkyard Jubilee Gameplay

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.

Team: A collaborative project made by Kevin Lewis, Elijah Rossman, and Kristopher Yu.

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

Core systemsHow running, spawning, input, and difficulty tie together.
SystemDetails
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
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
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
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

What Worked Well

Production notesWhat made the loop feel satisfying.
AspectDetail
Difficulty RampThe difficulty scaling worked well because the game increases the speed, spawn rate, and number of objects as more time passes.
Dual ReactionsHaving both ground objects to jump over and flying objects to shoot creates an interesting dynamic where the player must split attention between two actions.
Arcade LoopThe endless runner format keeps the game simple, readable, and replayable, while still giving the player room to improve through reaction timing.

Potential Improvements

Future improvementsWhere feedback and visual polish could go next.
AreaIdeas
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
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

Technical Focus

Phaser 3JavaScriptEndless Runner DesignObstacle SpawningDifficulty ScalingJump MechanicsShooting MechanicsArcade GameplaySFXPixel Art Assets

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