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web-development · 4 min read

What I Learned Building TYPO SIEGE in Canvas and TypeScript

A breakdown of the game loop, input model, power-up design, and browser performance decisions behind a typing tower-defense game.

#Canvas #TypeScript #Game Dev #Frontend

Published

April 13, 2026

📝

Category

web-development

Reading time

4 min

Practical notes you can apply immediately—no fluff, just battle-tested decisions.

web-development

Article: What I Learned Building TYPO SIEGE in Canvas and TypeScript

A breakdown of the game loop, input model, power-up design, and browser performance decisions behind a typing tower-defense game.

#Canvas #TypeScript #Game Dev #Frontend
⏱️ 4 min read
What I Learned Building TYPO SIEGE in Canvas and TypeScript

What I Learned Building TYPO SIEGE in Canvas and TypeScript

I wanted a small project that forced tighter thinking about game loops, input latency, feedback, and browser rendering without hiding behind a framework-heavy stack.

What I built

  • A real-time Canvas-based gameplay loop with falling-word enemies and escalating wave difficulty.
  • A combo and power-up system that rewards speed instead of just raw accuracy.
  • Responsive controls so the game still works on smaller screens and touch devices.
  • Synthesized sound effects and persistent scores without pulling in heavy runtime dependencies.

Technical decisions

  • Kept rendering in Canvas 2D for direct control over performance and frame updates.
  • Modeled game state explicitly in TypeScript to keep enemy logic, scoring, and progression predictable.
  • Used Web Audio API and localStorage to add polish while keeping the deployment lightweight.

Why this project matters

  • It demonstrates systems thinking in a constrained environment where performance and clarity matter.
  • It shows I can build interaction-heavy frontend work without relying on a large framework to do the hard parts.
  • It gives hiring teams a concrete example of shipping something playful but technically disciplined.

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Takeaway

This project reflects the kind of work I enjoy most: shipping practical software, tightening the developer or user workflow, and documenting the technical decisions clearly enough that another engineer can pick it up and keep moving.

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