The brief
Teach the four pathogen classes through play, in a game that installs on any device and keeps working offline.
What it does
The player pilots a T-cell and fires antibodies at waves of pathogens. Destroyed enemies split into smaller threats, and each wave gets faster and denser.
- Viruses, including faster Swift variants.
- Bacteria, including durable Armored variants.
- Parasites that track the player, and Stalkers that home in harder.
- Fungi: large, slow and damage resistant.
- Power-ups: Rapid Fire, Shield, Damage Boost and System Purge.
Keyboard controls on desktop and touch controls on mobile.
Engineering decisions
Engine separate from interface. Physics, collision, screen wrapping, rendering, entity behavior and score persistence live in dedicated engine modules, not in React components.
Tested core. Vitest covers the engine's behavior, so gameplay changes don't silently break it.
Ship on every merge. GitHub Actions builds and deploys to GitHub Pages automatically.
Updates users actually get. Version-based cache busting and an in-app prompt tell installed players when a new build is ready.
What it means for clients
Separating business logic from the interface, testing it, and deploying automatically is how internal tools stay reliable as they grow. The same discipline goes into every custom app we build.