PlagueRecoil was built as a focused game-engine exercise: keep gameplay logic simple, make state transitions explicit, and optimize sprite rendering early.
Build goals
The project was less about content volume and more about architecture quality. I wanted predictable gameplay state transitions and a rendering loop that remained stable as entities increased.
Core mechanics work
- Scene and state orchestration for menu, gameplay, and reset cycles
- Sprite reuse patterns to reduce allocation pressure
- Input handling abstraction for cleaner game-loop code
- Collision and feedback logic for tighter player response
What this project validated
It confirmed that even small browser games benefit from disciplined state management and early performance profiling. Those same habits transfer directly to frontend product work.
Stack
Phaser3.js, Canvas rendering, state-driven architecture.