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/

Maturity
- Idea(completed)
- Prototype(completed)
- Alpha(completed)
- Beta(current stage)
- 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
Vertical slice finished with generated art and audio, and published on BSite. The game itself runs at everydaygames.se/starfall-run/.
Design spec and a 14-task plan written; the build began from the Phaser 4 game template.