Implementation notes

How we made Kickflip Rush with AI

Published Oct 15, 2026 · Updated Oct 15, 2026

Why a skate game, and why Phaser

The side-scrolling format focuses on timing, flow and landing a trick before touching down. It keeps the visual field compact while leaving room for jumps, grinds and combos.

We used Phaser 3 for this one: its tweens drive the board flips, its particle emitters handle grind sparks and landing dust, and its FIT scaling letterboxes cleanly from phones to widescreen. The engine is served from our own domain, so the game has no CDN dependency.

No art files at all

Every visual is generated at startup: the dusk skyline, lit windows, graffiti wall and sidewalk tiles are drawn into textures with Phaser graphics, and the skater is a rig of primitives so individual limbs and the board can animate during tricks.

Making tricks feel fair

Variable jump height lets players hold the ollie for more airtime. The rule is to finish a trick before landing; jump height and trick duration determine the available timing window.

Combos reward variety: each distinct trick in a chain adds 25% to the combo, so mixing a kickflip, a boardslide and a grab pays far more than three kickflips.

Example prompts

These examples describe the game design and are not a preserved transcript of the build session. Build duration and performance across devices have not been independently measured.

Core loop. Phaser 3 side-scrolling skateboarding game, no external assets. Auto-run skater, tap/space to ollie with variable height. Seeded procedural street: cones, gaps, rails, ledges, kickers. Land on rails and ledges to grind. Three lives.
Tricks & scoring. Add four air tricks on arrow keys and swipes (kickflip, heelflip, pop shove-it, indy grab) animated with tweens on a board container. Landing before a trick completes is a bail. Tricks and grinds build a combo that banks on a clean landing, multiplied by a streak that resets on bail.