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Element Multiverse

  • 3 Devlogs
  • 5 Total hours

This is a game that teaches about elements-material science in the domain of real space-tech facts through play and you learn why each one matters (xenon = ion thruster fuel, titanium = rocket hull material, etc).

Ship #1 Changes requested

I built an educational web game where players match elements and advanced materials to the correct parts of aerospace vehicles. The goal was to make learning about engineering materials more interactive and fun. The biggest challenge was getting all the game mechanics to work together, especially the drag-and-drop system, hotspots, and level progression. I also spent time making sure the educational content was accurate and easy to understand. I'm proud that the project is both educational and enjoyable to play. Seeing everything come together—from the visuals to the gameplay and learning experience—was really rewarding. To test my project, people should just open index.html in a browser and make sure the project images are in the same folder as the code. Then play through all four levels by matching each material to the correct part and reading the fact cards along the way.

  • 3 devlogs
  • 5h
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1h 44m 39s logged

I have added new levels (Spacecrafts) to my game and I might also introduce new domains to this game like underground, underwater, etc. So, stay tuned!!!

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3h 21m 22s logged

UPDATE!!! After a bump-start, I am glad I have successfully added the realistic image of a rocket and all set to jet-propel through the remaining levels that I introduced in this domain.

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18m 57s logged

I built a game that teaches real space-tech facts through play — drag elements like Xenon and Titanium onto the part of a spacecraft that actually uses them, and you learn why each one matters (xenon = ion thruster fuel, titanium = rocket hull material, etc).
Started simple: tap an element, tap the matching part, get points and a quick fact. Then added real drag-and-drop so you can pull a glowing line from the badge straight to the hotspot — feels more like actually wiring something up. Kept both ways of playing since drag feels great on desktop but tapping is way easier on mobile.
The big visual upgrade was making the spacecraft actually look 3D instead of flat. Swapped solid colors for gradients (light from one side, dark on the other), added rounded end-caps so the body reads as a tube instead of a rectangle, and gave the engine a real glow. The tricky part was doing all of that without moving a single hotspot — the game logic reads exact coordinates, so the art had to change without touching the mechanics underneath.
Next up: maybe a real rocket image as an alternative skin, more elements to match, and a harder mode where positions shuffle so you can’t just memorize the layout. I’m also thinking about expanding beyond spacecraft entirely — submarines, underground drills, and other extreme-engineering domains could make for whole new “chapters” of the game, each with their own set of elements and machines to match.

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