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Math Pathfinder

Studio:Playpower LabsRole:Web Game Developer

Educational web game built for a client in one month, with JSON-authored levels and themes, adaptive hints and an analytics dashboard.

Tech Stack

  • CreateJS
  • CSS
  • HTML

A grid-based educational web game where players solve math problems to choose their moves and reach the destination efficiently, with increasing difficulty and structured progression. Built for a client in one month.

Key Contributions

  • Sole engineer, working directly with the client, who owned the game design and content.
  • Negotiated scope during requirements gathering to fit the budget.
  • Built from the client's Game Design Document as the source of truth.
  • Absorbed mid-project requirement changes without destabilising core systems.
  • Delivered in one month, matched to the learning objectives.
  • Wrote technical documentation for handover and future work.

  • Levels are JSON files, separate from game logic. The client writes new levels in a text editor, without needing project access.
  • Each level sets its visual theme, timed or standard mode, and multiple rounds of increasing difficulty.
  • Special grid markers (e.g. *) mark cells the player must collect.
{
  "levels": [
    {
      "levelId": 1,
      "theme": "bee",
      "timeLimit": 0,
      "rounds": [
        {
          "start": 2,
          "target": 5,
          "operations": ["+1"],
          "grid": [
            [2, 3],
            ["5*", 4]
          ]
        }
      ]
    }
  ]
}

  • Operations aren't hardcoded, so the validator can support operations beyond addition.
  • Supports single, repeated and mixed operation sequences, all set in the level JSON.

  • Themes are configured in JSON and loaded separately from level data.
  • A new theme needs no code: just two assets with standard names.
  • Level data and visuals stay consistent automatically.

  • Level unlocking and a first-run interactive tutorial.
  • Adaptive hints that appear after repeated mistakes and show the next valid move.
  • Custom analytics capturing player behaviour, difficulty spikes and learning patterns.
  • A telemetry dashboard with CSV export, which the client used to tune layouts, problems and difficulty.