Claw Adventure
Browser auto-runner platformer with a data-driven level pipeline, a web-based level editor, scripted boss fights and a serverless backend.
- Type
- Personal project
- Role
- Author
The cat always runs to the right; the player only decides when to jump and when to swing the sword. Terrain, enemies and boss attacks are designed in a web level editor, and a validator that simulates the player physics guarantees that every published level can be beaten.
Levels are versioned JSON documents streamed in as the camera approaches, with schema migrations run wherever a level is read. The same validation code runs in the editor and on the server, which refuses to publish an invalid level. Bosses follow deterministic scripts authored in tiles, and the object catalog (biomes, enemies, scenery) is data, not code.
The backend is made of Vercel serverless functions over Upstash Redis: a CDN-cached levels endpoint, content-addressed asset storage, an admin API and a leaderboard. The game works offline-first, runs on desktop and phone, and is available in English, Spanish, Portuguese and French.