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Donkey Kong Game

15 devlogs
47h 1m 21s

A fast-paced jungle platformer inspired by classic Donkey Kong gameplay. Run, jump, and swing through vibrant levels, defeat enemies, collect treasures, and uncover hidden paths. Face challenging bosses and master skills in this nostalgic yet mode…

A fast-paced jungle platformer inspired by classic Donkey Kong gameplay. Run, jump, and swing through vibrant levels, defeat enemies, collect treasures, and uncover hidden paths. Face challenging bosses and master skills in this nostalgic yet modern adventure.

This project uses AI

I used ai to debug errors, and code improvements

Demo Repository

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pugazhsumathi007

Shipped this project!

I’m excited to share that I built a Donkey Kong–style runner game using HTML, CSS, and JavaScript. It was really fun working on the mechanics like jumping, collecting diamonds, and adding magnets to attract them. I also created a smooth camera and a proper game over screen which made the game feel more complete.

One of the challenging parts was handling movement and collisions correctly, but I learned a lot while fixing those issues. I’m proud that I was able to turn a simple idea into a playable game with good visuals and smooth gameplay.

pugazhsumathi007

Added magnets that attract nearby diamonds to the player.
Implemented a proper game over screen with clear end-state display.

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pugazhsumathi007

Today I updated the rendering to make the game look way more “pixel-perfext.”
I turned off image smoothing so the sprites stay sharp instead of getting blurry when they move or scale. after that, I changed the canvas sizing so the game properly fills the whole screen which makes it feel more like a real game and not just a small box in the middle

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pugazhsumathi007

added a pause button that actually freezes the game loop, and you can resume without your character sliding or taking damage.
also made it work with the P key and shows a simple “PAUSED” overlay so it’s obvious when the game is stopped

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pugazhsumathi007

Converted basic html style start screen to Donkey Kong Run-style platformer start screen with a cover page + how-to-play page, all in a pixel arcade theme.
I added animated stuff like clouds, sun glow, and bouncing sprites, plus working buttons that slide between screens and start the game.
Also hooked up a little sound UI so music/SFX controls show up once you begin.

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pugazhsumathi007

Today i have made a proper intro for my game with a title screen and an instructions page before the level starts.
It feels way more like a real game now, not just a random project that instantly throws you in. Next I want to add more levels and a better win/lose screen.

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pugazhsumathi007

added full sound controls to my game so you can change the background music volume and SFX volume (jump/gem/hurt stuff).

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pugazhsumathi007

Added a hearts bar next to the score so the cat’s lives show up on screen while you play.
also when I fully die (all hearts gone) it resets the score back to 0 and respawns at the last checkpoint.

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pugazhsumathi007

Built out my platformer level with the cat, eagle, and this jumping frog enemy.

I struggled soo hard with bugs like the frog just falling thru the ground, spawning in random spots (at one point there was like 3 frogs), and the hit detection not even hurting the player until I fixed my collision checks and some typos.

Finally got the frog animating/jumping properly and spawning where I actualy want near the right side

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pugazhsumathi007

Today i added sound effects and looping background music to my platformer.
I got stuck with autoplay and await errors, so I fixed it by loading sfx in an async function and starting audio only after the first key press/click.
Also i have fixed some weird collision bugs by using the player hitbox correctly and removing duplicate key listeners.

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pugazhsumathi007

today i have cleaned up my game and fixed a bunch of annoying problems. Now the cat finally feels better to control and the jump isn’t acting weird anymore. I also added a real enemy sprite and got it to animate and face the right direction.

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pugazhsumathi007

Today i have added barrels and fire enemies to my game and it finally feels like an actual Donkey Kong type level.

Barrels spawn every few seconds at the top and roll across platforms. They bounce off walls and even fall down if there’s a gap, which looks really cool.

I also added fire enemies that spawn separately and move around like small bouncing hazards.
Still need to polish movement and visuals, but gameplay is starting to feel real now.

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pugazhsumathi007

Today was actually a pretty good dev day!.

Added ladders finally… climbing works (after fighting with bugs for too long). Camera movement is also smooth now and follows the player nicely which makes the game feel way better.

Also added enemies that move around and mess with the player.

Still lot of small bugs here and there but overall feels like a real game now

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pugazhsumathi007

Today I have developed gem collecting feature in my Donkey Kong game.

Gems load from l_Gems, and when the player touches them they disappear and add to the score (some gems give more points).

When you collect them all it shows “LEVEL COMPLETED!!!” and stops the player, and you can press R to restart.

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pugazhsumathi007

Today I started building my Donkey Kong-style game. For now, I just focused on creating the canvas and placing blocks.

I coded the blocks by defining their x and y positions and drawing them on the canvas, repeating the same structure to build platforms. At first, it was confusing to understand positioning, but once I started placing blocks one by one, I realized each block is just based on x and y coordinates. Repeating them helped me form platforms and basic layout.

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