Browser-based Phaser 3 endless runner focused on reaction timing, obstacle avoidance, and shooting hazards.
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.
School group project built around fast arcade survival and replayable endless-runner mechanics.
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
| System | Details |
|---|---|
| Endless Running |
|
| Obstacle Spawning |
|
| Shooting + Jumping |
|
| Difficulty Scaling |
|
What Worked Well
| Aspect | Detail |
|---|---|
| Difficulty Ramp | The difficulty scaling worked well because the game increases the speed, spawn rate, and number of objects as more time passes. |
| 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. |
| 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
| Area | Ideas |
|---|---|
| Shooting Feedback |
|
| Art Consistency |
|