BetaGame

Starfall Run

A two-minute chase-camera space battle – weave between capital ships, through a debris field and along a mothership's hull. New, not yet tested by players.

Opens at everydaygames.se/starfall-run/

A grey and copper fighter with blue engines flies into a space battle above a blue planet, towards a huge dark warship with red lights, enemy fighters and burning debris.

Maturity

  1. Idea(completed)
  2. Prototype(completed)
  3. Alpha(completed)
  4. Beta(current stage)
  5. Promoted

About the project

Starfall Run puts you in a small fighter in the middle of a battle far bigger than you. The camera sits behind the ship and the battlefield rushes towards it: capital ships trade fire on both sides, fighters cut across your line of fire and wreckage tumbles past close enough to touch.

Movement and aiming are separate – fly with the keys or the left stick, aim with the mouse or the right stick. The run lasts exactly two minutes and ends with a flight along the hull of the mothership Sovereign, where the turrets have to fall before the reactor can.

The depth is faked: everything lives in a simple 3D space that is projected onto a 2D Phaser scene, which keeps the game light enough for 60 frames per second in the browser. The whole level is a list of timed events, so a new level would be a new data file rather than new code.

Current state

What works

  • A scripted two-minute run in five phases – Entry, Intercept, Debris, Battle and Final – driven by a level written as data
  • Four enemy types plus turrets; pursuers come from behind and show up on the radar and as edge arrows
  • A debris field that always leaves a way through, a frigate crossing your path and a capital-ship beam with a gap to find
  • Finale along the hull of the mothership Sovereign – take out four of six turrets to bring down the reactor
  • Five power-ups, homing missiles, shield and hull, combo up to x5 and near-miss bonuses
  • Mouse, keyboard, gamepad and twin-stick touch; generated original art, sound effects, radio voice and music that follows the run
  • 60 FPS in the browser, with 261 unit tests and 39 browser tests

What isn’t finished

  • One level only, and no progression or unlocks between runs
  • No shared leaderboard – records are kept on the device
  • The hull walls in the finale are plain flat surfaces without texture
  • Balance is untested by real players, and the game has not been tried on a real phone

Why is this project on BSite?

  • Early prototype

Starfall Run was built in two days as a vertical slice – one complete, polished run – and the feel has not yet been tested by anyone but the build itself. It lives here while it is played and tuned. With more levels, progression and a shared leaderboard it has what it needs to move to EverydayGames.

Screenshots

  • The fighter seen from behind as it enters the battle, with a long allied carrier to the left, a planet below and the time, phase bar, score, radar, shield and hull around the edges.
  • The debris field – burning engine nozzles, girders and armour plates tumbling towards the fighter after a warship has broken apart.
  • A heavy enemy bomber with red engines and missile pods directly ahead of the fighter in the battle phase.
  • The finale – the fighter flies down a channel along the mothership's hull, past structures and a gun turret, with the counter TURRETS 0/6 at the top.

Development log

  1. Vertical slice finished with generated art and audio, and published on BSite. The game itself runs at everydaygames.se/starfall-run/.

  2. Design spec and a 14-task plan written; the build began from the Phaser 4 game template.