
Building a Suika-Style Merge Game with Phaser 4 Part 1: Project Setup and Data-Driven Design
In this tutorial series, we will build a physics-based merge game inspired by Suika Game using Phaser and its built-in physics engine, Matter.js.
This type of game looks simple on the surface, but it is an excellent vehicle for teaching several important game development concepts, including data-driven design, physics-based gameplay, collision-driven mechanics, and clean scene architecture.
In this first post, we will focus on these foundational goals:
- Understanding the overall game concept.
- Designing a data-driven system for our fruits.
- Setting up the project structure and loading assets.
- Preparing our main
GameScenefor the gameplay systems to come.
At this stage, we will not implement physics or player interaction. The goal is to build a strong, data-centric foundation before we add the complexity of physics and gameplay.