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El Corre Corre

A one-thumb Dominican arcade ride through the Malecón, where en contra vía doubles the score.

App Store soon TypeScriptThree.jsViteCapacitor
El Corre Corre: A one-thumb Dominican arcade ride through the Malecón, where en contra vía doubles the score.

An iOS development build is installed. Store setup, TestFlight, and review are still ahead.

The idea

El corre corre is the daily rush, turned into a ride. You take a motor down Santo Domingo’s Malecón, thread through guaguas and motoconchos, pull a caballito over a hoyo, and decide whether the double points of en contra vía are worth the risk.

What I built

The game uses TypeScript, Three.js, and Capacitor, with no framework or physics engine. A fixed-timestep simulation keeps road behavior steady, while object pools and instanced meshes support long runs. The world moves from the Malecón to Zona Colonial and el Campo, and the iOS wrapper adds native haptics without changing the core game.

Oncoming vehicles are placed from a closing-speed calculation that targets a 1.5-second telegraph window. Vehicle spawns also check the open corridor around the player at the relevant arrival time before being admitted. The music is generated in Web Audio: kick, snare, bass, and melodic layers build with the run instead of loading audio files.

The hard parts

01

Readable speed

Fast traffic still needs time to register. The oncoming-spawn calculation bases distance on closing speed rather than one fixed distance.

02

A bounded corridor check

Before a vehicle enters, the traffic system compares vehicles that will reach the player in the same time window and rejects placements that close the configured gap.

03

Sound that follows the run

The dembow is sequenced in the browser, with additional layers tied to combo and contra vía. It keeps the soundtrack light and connected to play.

What’s next

Publish the support site, create the App Store Connect record, and complete a TestFlight pass on a physical iPhone.