Project Notes: PlagueRecoil

PlagueRecoil was built as a focused game-engine exercise: keep gameplay logic simple, make state transitions explicit, and optimize sprite rendering early.

Goals

The project was less about content volume and more about architecture quality. I wanted predictable gameplay state transitions and a rendering loop that stayed stable as entity count grew.

Core mechanics

  • Scene and state orchestration — clean transitions between menu, gameplay, and reset cycles using Phaser 3’s scene manager
  • Sprite reuse — object pooling to reduce allocation pressure during high-entity frames
  • Input handling abstraction — decoupled from the game loop for cleaner update logic
  • Collision and feedback — tuned for tighter player response without frame-dependent behavior

What it validated

Even small browser games benefit from disciplined state management and early performance profiling. Those same habit, explicit state machines, render budgets, poolin, transfer directly to frontend product work.

Stack

Phaser 3, Canvas API, state-driven architecture.

Repository

github.com/hgosansn/PlagueRecoil