A neon gravity-orbit arcade score attack. Your ship auto-orbits a pulsing star; hold to dive, release to coast, and chase the combo. One self-contained HTML file, zero dependencies, zero install.
index.html. It runs straight from the local filesystem
(file://) in current Chrome, Safari, and Firefox.| Input | Action |
|---|---|
| Hold SPACE / MOUSE | Dive toward the star, gain speed |
| Release | Coast back out on the orbit |
| Mouse move | Subtle aim assist (gently pulls your arc) |
| P or ESC | Pause / resume |
| M | Mute / unmute (state shown in HUD) |
| R or SPACE | Restart on the game-over screen |
<script> (strict mode), Canvas 2D + requestAnimationFrame, no
external assets or fonts, no runtime network calls.index.html - the entire game (HTML + CSS + JS inline)README.md - this file# FLUX ORBITER A neon gravity-orbit arcade score attack. Your ship auto-orbits a pulsing star; hold to dive, release to coast, and chase the combo. One self-contained HTML file, zero dependencies, zero install. ## Run it - Double-click `index.html`. It runs straight from the local filesystem (`file://`) in current Chrome, Safari, and Firefox. - Or drop the folder on any static host (GitHub Pages, Netlify, S3, ...). - No server, no build, no account, no network access required. ## Controls | Input | Action | | ------------------ | ---------------------------------------- | | Hold SPACE / MOUSE | Dive toward the star, gain speed | | Release | Coast back out on the orbit | | Mouse move | Subtle aim assist (gently pulls your arc)| | P or ESC | Pause / resume | | M | Mute / unmute (state shown in HUD) | | R or SPACE | Restart on the game-over screen | ## How to play 1. You orbit a glowing star. The gold orbs sit on orbit rings - dive to catch them. 2. Each orb adds 10 x your combo. The combo grows with every orb and its timer shrinks as the run goes on; miss orbs and the combo decays. 3. Red mines sweep the rings, and asteroid debris drifts inward. Both cost one of your 3 lives, and so does brushing the star itself. 4. Survive 3 minutes or die trying. Score attack: high score is saved locally (localStorage, wrapped in try/catch - the game always starts regardless). ## Design notes - Risk/reward core: diving is faster and scores more per lap, but the star's gravity well is exactly where the danger lives. - Difficulty ramps over the 3-minute run: more mines, more debris, faster orb drain, tighter combo window. - Near-miss feedback: passing a mine closely awards +15, so aggression is rewarded even when you don't collect. - Neon-on-dark aesthetic with layered translucent glows; shadowBlur is used sparingly (star, ship, orbs) so the game holds 60 fps on a laptop. - Procedural WebAudio synth: orb blips rise in pitch with your combo, milestone arpeggios every x5, boom + life-loss stingers, a dive hum, and countdown ticks in the last 10 seconds. Audio is created lazily on the first user gesture and never throws if blocked. ## Tech notes - Single `<script>` (strict mode), Canvas 2D + requestAnimationFrame, no external assets or fonts, no runtime network calls. - Handles window resize and devicePixelRatio (capped at 2x) correctly. - Particle counts capped at ~300 with an object pool; animation frames are cancelled on game over; listeners are attached once at boot. - Pause auto-triggers when the tab loses visibility. ## Files - `index.html` - the entire game (HTML + CSS + JS inline) - `README.md` - this file