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space-war

  • 4 Devlogs
  • 13 Total hours

Space Defender is an HTML Arcade Shooter built using only HTML/CSS/Javascript! There's no need to download or install anything, just open it up and start playing this retro futuristic shooter filled with enemies, bosses, and upgrades to keep you surviving as long as possible!

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🚀 Space War - Shipping Description

I made a browser-based space shooter where the player has options to determine a certain way of playing and getting better at the game.

In the project, I implemented different war zones, from 180 ° and 360 °, and added a variety of gameplays. The game allows battling enemy waves, collecting resources, upgrading the player’s ship, and being able to set and beat your own personal records. I also added a menu where you can choose a certain game mode and the system to store records to keep track of your stats accurately and have a reference of the best results.

I aimed for variety in gameplay and for the player to feel like they are part of a bigger system, not just a simple space shooter, which is why I focused on adding content that would give them a reason to keep playing.

  • 4 devlogs
  • 13h
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2h 4m 11s logged

Space War - Final Devlog

Space War’s development iteration has been completed in time for the next step. The current gameplay hub offers a pure mode-based experience. The following features have been added:

  • 180° and 360° War Zone selection
  • Both games are now separated as individual modes
  • A 360° exclusive records panel has been added
  • Highest Score, Best Survival Time, Missions and Coins are now available for tracking
  • Everything is persistent via localStorage
  • The whole UI is now organized into two sections: the game itself on the left and the records panel on the right
  • Added responsive behavior so that the game area is always fully playable
  • Original systems, upgrades, enemies, effects and controls are preserved

From selecting a battlefield to challenging oneself to a new record, the Space War gameplay hub is now a truly comprehensive mode-based system.

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1h 47m 24s logged

Devlog 03, Hyperion: Space Defender

The third update involved a significant redesign rather than just adding new features.

I renamed the experience Hyperion: Space Defender and reworked the interface with a dedicated command system. The battlefield now takes up 75% of the screen, while the remaining 25% serves as a Command & Telemetry sidebar.

The sidebar shows live information such as ship tier, hull integrity, system level, XP, coins, gems, score, and flight time.

I also created a proper start screen and gameplay guide so players can learn the controls before they enter combat. Previous records like best score, best flight time, and most coins are displayed as well.

The progression system became richer with different enemy classes and a boss system, which includes a dedicated boss health display. Players now have extra progression statistics such as tier, coins, score, and improved combat attributes.

Persistence has also improved. High score, best survival time, and maximum coins are saved using localStorage, allowing records to persist between sessions.

Finally, I upgraded the audio system from simple oscillator effects to a more advanced Web Audio setup, which uses oscillators, gain nodes, filters, and generated noise for better laser and explosion sounds.

This update turned the project from a basic browser shooter into a more complete space-survival game system with progression, persistence, telemetry, mobile controls, bosses, audio, and a stronger interface.

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20m 5s logged

Devlog 02 - Expanding the Gameplay SystemsThe second update went from a bare-bones prototype to a more fleshed-out survival gameI added progression and level-up systems for the player, which let him upgrade his laser size, movement speed, collection radius, fire rate, max HP, and special attack cooldown.The game now has XP, levels, gems, particles, damage numbers, screen effects, and a proper HUD that displays the level, time, HP, and XP.The most important addition, however, was mobile support - the game now has a virtual joystick that appears on touchscreens and turns swipes into directional inputI also added synthesized sound effects for lasers, hits, gems, slashes, and explosions using the Web Audio API.The game now has a proper survival loop - the player gathers XP and resources, levels up, buys upgrades, and fights off hordes of enemies that get progressively stronger.This iteration marked the first true step away from the technical experimentation of the early prototype toward an actual game with content and depth.

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8h 28m 7s logged

Devlog 01 — Building the Core Combat PrototypeThe first update was about getting the basic game loop working before adding complicated systems.I built the initial Bullet Haven Game as a Canvas-based space shooter. The player can move using WASD, aim toward the mouse, and automatically fire bullets. The game includes three basic enemy types — Swarmer, Basic, and Tank — each with different speed, size, and HP values.I also added sprite loading with fallback shapes, so the game can continue running even if the image assets are unavailable. Enemy spawning happens from outside the screen and enemies move toward the player.For combat feedback, I implemented bullet-enemy collision, particle effects when enemies are destroyed, score tracking, and screen shake. The rendering system draws bullets, particles, enemies, the player, and the score every frame.This update gave me the foundation: movement → shooting → enemies → collision → destruction → score → game loop.The main goal was not to make the game complete yet, but to prove that the core gameplay system worked.

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