Developing a Web Game Prototype in Construct 3
Over the past few months, I’ve been deep in development on MeltDown!, a browser-based stealth-survival prototype created as part of my game writing and development work. What started as a small experiment in emotional storytelling soon evolved into a full exploration of what modern web technologies and Construct 3 can achieve together.
Why a Web Game?
One of my goals was to challenge the perception that browser games are “lesser” than their console or PC counterparts. With the growth of WebGL, WebAudio, and WebAssembly, the modern browser is now a powerful platform capable of dynamic lighting, responsive controls, and rich soundscapes. I wanted to push those capabilities while still delivering something heartfelt and character-driven.
MeltDown! became the perfect concept for this: a small, expressive snowman navigating patches of shadow to avoid melting, wrapped inside a narrative about impermanence, resilience, and child-like wonder.
Working in Construct 3
Construct 3 ended up being the ideal engine for a project like this. Its clean event-sheet system allowed me to focus on gameplay logic without sacrificing complexity. Throughout development I relied on several core systems:
Stealth & Visibility Logic:
I built light-detection mechanics that let the snowman “melt” faster under direct sunlight. This required careful tuning of triggers, timers, and collision masks to keep everything responsive in the browser.Environmental Systems:
Shade patches, dynamic obstacles, and heat hazards were all modular pieces I could iterate on quickly. Construct’s visual debugger became invaluable during this phase.Character Animation & Emotional Expression:
Since MeltDown! delivers most of its narrative visually, I prototyped expressive animations that could convey vulnerability and determination without a single spoken word. Detailed sprite sheets and timing adjustments helped ground the emotional tone.Optimisation for Web Performance:
Browser games require lightweight collision management and memory-efficient assets, so I refined my runtime behaviours, sprite sizes, and tilemap layouts early on. This ensured reliable performance across devices.
Designing the Experience
Narratively, I wanted the game to feel warm, nostalgic, and quietly emotional. Games like WALL-E and Thomas Was Alone inspired me to communicate character through movement, environment, and pacing rather than dialogue.
Mechanically, the aim was to keep the gameplay accessible and relaxing, while still offering enough depth for puzzle-oriented players. Features like collectibles, optional routes, and light resource management gave the experience replay value without overwhelming the player.
What I Learned
Developing MeltDown! taught me:
how powerful modern web platforms truly are
how emotional storytelling can thrive through animation and environment alone
the importance of iterative prototyping when building stealth or survival systems
how Construct 3 can be used not just for small hobby projects, but for polished, expressive, web-native experiences
Most importantly, the project reminded me how satisfying it is to merge narrative intention with technical execution — especially when both evolve together.
What’s Next
I’m continuing to refine the prototype, exploring opportunities to expand the world, polish systems, and deepen the emotional arc. As I progress in my Game Development course, I’m excited to bring narratives like this to larger projects — whether in web, mobile, or traditional game development pipelines.
If you’d like to follow the project’s progress or discuss anything from Construct 3 to narrative-driven design, I’d love to connect.