August 2, 2026
Building Plankwalk
How Plankwalk went from hangman concept to a cinematic pirate browser game with modes, audio, and mobile-friendly play.
Plankwalk started as a simple idea: hangman, but every wrong letter walks you closer to the sharks. The build grew into a browser game with cinematic frames, menu music, power-ups, and multiple voyage modes.
Stack
- Vite + TypeScript for a fast static client
- Canvas 2D for the plank sequence and win moments
- Web Audio for SFX and BGM
- Optional cloud API for crew accounts and daily leaderboard
The production client is static and deploys cleanly next to this media site. The optional API continues to run at its existing Hostinger endpoint so players are not interrupted.
Modes that changed the feel
- Classic keeps the familiar hangman rhythm.
- Daily Voyage gives everyone the same word for a shared challenge.
- Storm Mode adds a 45-second timer for short, intense runs.
Power-ups - Spyglass and Parrot - give players agency without removing the tension of the plank.
Audio and art
Voyage tracks and menu audio were produced with Suno Pro under @JoeyJabs22. Cinematic frames and key art were generated and refined with Grok Imagine, then wired into the Vite client for the plank sequence, menus, and win moments. The game logic, modes, and browser client remain a hand-built TypeScript project.
Why host it on JabMed Media
Moving the primary play experience under jabmedmedia.com keeps games, journal posts, and future titles in one professional home. During the transition, the original plankwalk.jabmedholdings.com URL remains available so existing players are not cut off.
What we are documenting next
Expect more process posts: art direction, audio choices, mobile quirks, and how we decide when a voyage is “shipped.” If you play Plankwalk, thank you - feedback is welcome through the contact page.