Inspiration

We initially wanted to do a daily maze challenge where the user would find the solution that formed a pattern, which its algorithm proved too difficult. Keeping on the pattern finding idea, Ropatts (short for Rope Patterns) instead uses a 2D platformer format, a nod to retro games like Mario or Metroidvania.

What it does

Twice a week, a custom level is released, allowing players to draw a specific pattern by pulling a rope around platforms. It tests the players in parkour/platforming, alongside their ability to form the pattern given the level obstacles.

How we built it

Using Phaser’s TypeScript game engine, we developed a physics engine to simulate gravity and detect collisions between player/rope and platforms, with logic to detect pattern formation based on existing rope.

Challenges we ran into

Some team members have never used TypeScript before, leading to some issues in implementing the menus. Additionally, rope physics was a bit hard to implement, given that it’s getting wrapped around multiple platforms.

Accomplishments that we're proud of

Creating a custom rope physics engine, alongside a unique artstyle/theme cooked up on a short timeframe.

What we learned

We could have many ideas to implement in our game, but knowing what is feasible matters a lot, lest effort go to waste due to a lack of time.

What's next for Ropatts

Leaderboards based on completion speed, endless mode with possibly automatically generated levels, user submitted levels, configurable controls, different types of platforms and traps, better mobile controls, and more

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