Build a HTML5 game like Geometry Dash using Phaser 4 and TypeScript, with a simple custom physics engine
A new HTML5 implementation of Geometry Dash-style gameplay in Phaser 4 and TypeScript leans on a deliberately simple physics model instead of a full rigid-body stack. The cube still appears to spin, but that rotation is cosmetic; the collision shape never rotates, which keeps the hitbox predictable and the movement readable.
The key trick is the landing behavior: when the cube touches down, its angle is snapped back to a perfect 90 degrees. That preserves the iconic square-on-the-ground look while avoiding the edge cases that come with rotating collision geometry, especially in a fast, timing-heavy platformer.
For developers, the interesting part is less the visual homage and more the implementation choice. A lightweight custom physics engine can be a better fit than a general-purpose solver when the game’s rules are tightly constrained and the feel needs to be exact. In a game built around precision jumps, consistent collision behavior matters more than physical realism.
The setup also highlights how Phaser 4 and TypeScript can be used for small, deterministic gameplay systems in the browser. For teams building arcade platformers, rhythm games, or other timing-first projects, this is a practical example of keeping physics simple, readable, and easy to tune.
“The spin is purely cosmetic.”
- what
- A Geometry Dash-style HTML5 game was built in Phaser 4 with TypeScript and a custom physics engine.
- who
- Emanuele Feronato created the remake.
- impact
- The cube uses cosmetic spin only; its hitbox stays unrotated for predictable collisions.
- context
- Landing snaps the cube back to 90 degrees, matching the original game's square-on-ground behavior.
Practical technique for tight arcade feel
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