Games and entertainment decision
Blastrunner
A minimal endless-runner front-end is practical for a single developer to build and host (prior open-source runner and game engines exist), so self-building is reasonable unless you need commercial polish, analytics, or monetization integrations.
Visit website↗Built by Matt, who ships 8 products in this index
Not priced
No pricing page we fetched carried a figure, so there is nothing to compare against. The build side is still real.
$100one-off42 h to build
$0/mo1 h/mo upkeep
No published price to break even against.
Open-source builds that already do this
Every project below is open source and already does this job today. Fork one, self-host it, or take the parts you need - the build prompt further down assumes an empty file, and this is the shortcut past that. Licences differ; check the one on each card before you ship. All Blastrunner alternatives, with the arithmetic →
What a replacement has to do
- Player controls a character that dodges obstacles and collects boosts to gain altitude; score increases over time and with pickups.
What it still won’t have
- Polished art, animations and sound assets that a commercial studio would provide
- Cross-platform publishing polish (stores, wrappers, automatic builds)
- Any proprietary analytics, AB testing, or monetization integrations
- Large-scale QA, device compatibility testing, and marketing
What remains hard
- Product polish and ongoing maintenance
First-year cost
No published price
Blastrunner does not publish a price we could read, so there is nothing to compare against. What building costs is below.
Money you would actually spend
Time you would spend
—
What you would spend
What we assumed
The verdict above measures whether you could build it. This one is only about money.
Runnable build prompt
Build a single-player endless-runner web game using Phaser 3 (or PixiJS) + TypeScript. Core features in scope: browser canvas rendering, a continuous upward-scrolling level, player controls (boost/jump), obstacle and pickup spawning with collision detection, scoring and localStorage high-score, simple start/pause/game-over UI, responsive layout, asset pipeline (sprites/sounds) and deployment as a static site on Netlify or Vercel. Out of scope: server-side leaderboards, in-app purchases, ad integrations, multiplayer. Include error handling, build scripts, unit tests for game logic (spawn, collision, scoring), and a README with deployment steps.
How we checked
How the score was reached
- Build verdict base78
- An open-source build was found+5
- 3 cited sources+3
- Evidence score86
The base comes from the verdict. Everything under it is a check that either happened or did not, and each one is a fact frozen in this record rather than a judgement made at render time - so the same evidence always produces the same number.
How scoring works →Cited sources · 3
Every page the run actually retrieved.
- official productBlast Runner — Dodge debris. Blast higher.
- open sourcewinsznx/bull-rush
- open sourcecocos/cocos-engine
Integrity checks
What held up, and what did not.




