HTML5 Game Dev: Beginner’s Guide to Your First Project
Guest Contribution – Why is HTML5 a friendly first game platform? HTML5 games run in a browser, so a first project can start small and still feel real. A basic setup uses HTML for the page, CSS for layout, and JavaScript for logic, with the Canvas API handling most 2D drawing. That combination keeps the toolchain simple while still teaching the same skills used in larger games.
In Short: Build a tiny, playable loop first, then add art and polish after the controls feel right.
Start With a Core Loop, Not a Big Story
Every game can be reduced to a repeating loop: read input, update the world, and draw the next frame. A simple example of a single decision mechanic is shown in the Goblin Run slot, where timing when to collect coins is the main challenge. Writing the core loop in plain language before coding makes it easier to keep the first version small.
Start by listing only three to five rules, then circle the one rule that creates tension or surprise. Everything else can be a placeholder until the loop runs smoothly.
Choose One Tiny Project and Set Limits
Beginners succeed faster when the first game has one goal and one control scheme. Pick a scope that can be finished in a weekend, not a month.
Option 1: One-Button Timing Game
Use a single key or tap to start, stop, or lock in a result. This teaches timing, feedback, and score without complex movement.
Option 2: Simple Top-Down Dodge Game
Move a square with arrow keys and avoid moving obstacles for 30 seconds. This adds collision checks and movement math while staying easy to test.
Build the First Version in Three Files
A clean folder layout prevents spaghetti code early on. Keep the first build limited to one HTML file, one CSS file, and one JavaScript file, then expand later only when a clear need appears. This structure also makes it easy to share the project or host it on a simple static site.
· index.html: Create the canvas element and load the scripts at the end of the body.
· style.css: Center the canvas, set a background color, and disable text selection if it interferes with input.
· game.js: Store game state, handle input events, update positions, and draw each frame.
· assets/: Add this folder later for images and sounds, even if it starts empty.
Add Feel: Timing, Sound, and Small Polish
After the loop works, polish makes the game easier to understand and more fun to repeat. Add a start screen, a clear end condition, and simple audio cues for success and failure.
Performance matters even in tiny games. Using requestAnimationFrame for the game loop and keeping draw calls minimal helps the browser stay smooth on laptops and phones. Save perfect art for later; clean feedback beats detailed visuals in a first project.
| Quick Improvement | What It Fixes |
| Delta time movement | Keeps speed consistent across different frame rates |
| Hitbox outlines (debug mode) | Makes collision bugs easier to spot |
| Screen shake on impact | Adds clarity that a hit happened |
Finish Strong and Keep the Next Step Small
A finished first game is one that loads quickly on most devices, explains itself, and feels consistent for a few minutes of play. Once it works, ask for feedback from a friend and fix only the top two issues they notice. Then archive the project and start a second, slightly harder game using the same folder structure.
Next Step: Turn the project into a reusable template so the next idea can start with a working loop and input system.
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