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DashStrike

A real-time multiplayer browser game where players control circular avatars on a top-down field, competing to score goals through physics-based collisions. Supports 1v1 duels, 2v2 team matches, and chaotic free-for-all modes with up to 4 players — complete with 9 unique power-ups, multiple arenas, and overtime sudden death.

1 week + evolving
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The Challenge

Building a competitive multiplayer game in the browser that feels responsive and fair. The physics engine needed elastic collision handling with momentum transfer, real-time state sync across all clients, and lag compensation — all while supporting a power-up system with 9 different abilities, special arena mechanics like destructible floors and arena-splitting, and maintaining 60fps.

The Approach

We built a custom physics engine with server-authoritative state, client-side prediction, and interpolation. Player movement is 8-directional with dash mechanics and charged kicks — skill expression comes from positioning yourself on the correct side of the ball. The power-up system is event-driven and modular: abilities like Gravity Well, Ghost Ball, and Curve Shot plug in without touching core game logic. Special arenas (Twilight Rift, Fracture, Parallax) each introduce unique mechanics layered on top of the base game.

The Result

A fully playable multiplayer game with 3 game modes (1v1, 2v2, FFA), 9 power-ups, 10+ arenas including 3 special arenas with unique mechanics, overtime sudden death with cascading eliminations, and a lobby system with instant rematches. Latency under 50ms, smooth 60fps, and a modular architecture that makes adding new content trivial.

Tech Stack

TypeScriptHTML5 CanvasNode.jsSocket.IOPhysics Engine

Timeline

1 week + evolving

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