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After hours

iPhone game

TestFlight beta Not on the App Store yet

El Corre Corre

An arcade motorbike ride down the Malecón of Santo Domingo, for iPhone. Riding against traffic doubles the score.

El Corre Corre: the rider moves into the oncoming lane, the x2 multiplier lights up, and near-miss points pop up.
Against traffic the score doubles, and each near miss adds points.
Role
Solo: design, code, release
Timeline
Jul 2026 to now
Stack
TypeScript, three.js, Vite, Capacitor, Web Audio, Vitest

In TestFlight beta. Not on the App Store yet. Status checked Oct 15, 2026.

By the numbers

108

unit tests in 11 files

0

audio files; all music and sound effects are synthesized with Web Audio

16

App Store screenshots, 8 per language, rendered by a headless tool at 1320 x 2868

Fig. 1 The corridor check before a vehicle spawns
  • Spawn accepted

    With the new vehicle, the road still has a corridor at least 1.7 player widths wide.

  • Spawn refused

    With the new vehicle, every gap is narrower than 1.7 player widths, so it would form a wall. The spawn is refused.

The check measures the whole road, shoulders included. A unit test expects zero walls at cruise speed, at full gas, and on both sides of the road.

The idea

El corre corre is the daily rush in Santo Domingo. In the game you ride a motorbike down the Malecón between guaguas and motoconchos, pull a wheelie, and decide whether riding against traffic is worth double points.

What I built

The game is TypeScript and three.js with no framework and no physics engine, wrapped for iOS with Capacitor. The road runs through three sections: the Malecón, the Zona Colonial with the Puerta del Conde, and El Campo. Every tuning value that changes how the ride feels lives in one config file, each with a comment that explains it.

All music and sound effects are synthesized at runtime with Web Audio, so the repo has no audio files. A headless tool renders named game scenes at App Store size in both languages, and the 16 store screenshots came from it. A test hook for probes and fixed spawns exists only in development builds, never in the release bundle.

The hard parts

  1. 01 Traffic that always leaves a way through

    Vehicles that arrive together can form a wall across the road. Before a vehicle spawns, the traffic system measures the widest open corridor among the vehicles arriving with it and rejects the spawn if that corridor is narrower than the configured number of player widths. A unit test asserts zero walls at cruise speed, at full gas, and on both sides of the road.

    Where in the code: src/traffic.ts

  2. 02 Progress iOS cannot wipe

    iOS can clear a web view’s storage when the phone needs space. Saves are mirrored from localStorage into Capacitor Preferences, which is native storage, so progress survives that.

    Where in the code: src/storage.ts

  3. 03 Sound without audio files

    Music and sound effects are built at runtime from oscillators, gain nodes, filters, noise buffers and a compressor. That keeps audio files out of the app bundle.

    Where in the code: src/audio.ts

What’s next

Release 1.0 on the App Store.

El Corre Corre: the road leaves the city, under a sign that says the rider reached El Campo.
El Corre Corre after a crash: 521 points, a new record, the mission checklist and a level up, with Again, Menu and Share.
El Corre Corre title screen: three rides to choose from and the prompt to tap to start.

Try it

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