I recreated Spell Drive in Phaser.js while at DM Education (previously Oxford Learning Solutions) as the original version was based on Flash. We took the opportunity to redesign aspects of the game:
- I added procedurally generated roads between questions, to create a sense of a journey, and of the player's progress.
- I added gems to help visualise score in the game. Rather than receiving points in an abstract way, the player drives around, picking up gems with their car. At the end of a question, there's a 'clean up' phase where the player is showered in gems. This, along with the roads, gave Spell Drive more of a sense of pacing.
- I added adaptive difficulty mechanics. The number of decoy sound-blocks, and the difficulty of the words the player has to spell, increase and decrease to match player skill.
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