Skip to main content
GameDev.net gamedev.net
Video Content

This is video content from Emanuele Feronato. The summary highlights key points - watch the full video for complete context.

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

Emanuele Feronato
Emanuele Feronato Video
· 2 months ago • Emanuele Feronato

Build a HTML5 game like Geometry Dash using Phaser 4 and TypeScript, with a simple custom physics engine

Briefing

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.”

— Emanuele Feronato · Describing the cube's rotation model
At a glance
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.
Signal Positive

Practical technique for tight arcade feel

Discuss

Follow web updates

See relevant stories in your personalized news feed.

Sign in to follow

Continue on GameDev.net

Useful next steps related to this story.

Game development news without the noise

One useful weekly briefing. No daily flood.

Sending your confirmation email…

Discussion

Loading comments...