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Space Shooter 2

Space Shooter 2 thumbnail

Game Details

Space Shooter is a classic arcade-style space shooter where you pilot a starship through waves of enemies in deep space. Navigate through a beautiful animated starfield while dodging enemy ships and their bullets. Shoot down drones and scouts, collect upgrade power-ups to enhance your firepower, and survive as long as possible across progressively challenging waves. Features acceleration-based movement, dual enemy types, upgrade system, explosion particle effects, wave progression, score tracking, and lives system.

Genre: Action

Category: Arcade

Platform: Browser

HOW TO PLAY

CONTROLS: - Desktop: - W Key / Up Arrow: Move up - A Key / Left Arrow: Move left - S Key / Down Arrow: Move down - D Key / Right Arrow: Move right - SPACE Key: Fire weapons / Shoot - P Key: Pause / Resume game - ENTER Key: Start game (from title screen) / Resume (from pause) / Restart (from game over) - ESC Key: Quit game (return to title screen) - F11 Key: Toggle fullscreen BASIC MECHANICS: 1. Player Movement: - Acceleration-based movement (not instant) - Player speed: 5 pixels per frame - Acceleration: 0.5 per frame - Movement boundaries: Left (50px), Right (width-50), Top (50px), Bottom (height-50) - Velocity damping when no input: 0.8 multiplier - Bobbing animation: Vertical sine wave movement (5px amplitude) - Smooth, responsive control with momentum 2. Shooting System: - Fire with SPACE key (hold to continuous fire) - Maximum 5 bullets on screen at once - Bullet speed: 10 pixels per frame - Bullet cooldown: Base 60 frames, reduced by fire level (minimum 8 frames) - Fire rate formula: Math.max(8, 60 - 12 * fireLevel) - Bullets move right across screen - Bullets deactivate when off-screen 3. Lives System: - Starting lives: 3 - Lose life on collision with enemy or enemy bullet - Invincibility frames: 60 frames after taking damage - Invincibility visual: Alpha flicker (0.4 to 0.7) - Screen shake: 10 frames on hit - Flash effect: White screen flash on hit - Game over when lives reach 0 4. Enemy Types - Drone: - Type: Basic enemy - Health: 1 HP - Speed: 2 + 0.05 per wave (scales with wave) - Behavior: Moves left across screen, rotating continuously - Visual: Red glow filter - Size: Random scale (0.02 to 0.1) - Score: 10 + 2 * wave number 5. Enemy Types - Scout: - Type: Advanced enemy - Health: 2 HP - Speed: 4 + 0.1 per wave (scales with wave) - Behavior: Zigzag movement pattern, shoots bullets - Zigzag: Changes direction every 60 frames - Vertical bounds: 100px to 500px - Fire rate: 120-240 frames between shots (random) - Visual: Purple glow filter - Size: Fixed scale 0.15 - Score: 20 + 2 * wave number - Drops upgrades: 25% chance on death 6. Enemy Spawning: - Initial spawn interval: 200 frames - Minimum spawn interval: 30 frames - Spawn rate decrease: 0.9 multiplier per wave (WAVE_SPAWN_DEC) - Spawn calculation: Max(floor(previous * 0.9), 30) - Number of enemies: 1 + floor(wave / 2), maximum 6 - Scout spawn chance: 30% at wave 3, +10% per wave after - Spawn positions: Right side of screen, vertical spacing 7. Enemy Bullets: - Fired by Scout enemies - Bullet speed: 5 pixels per frame (moves left) - Visual: Red glow filter - Horizontal bullet (rectangular shape) - Deactivates when off-screen left - Maximum 20 enemy bullets in pool 8. Upgrade System: - Green upgrade orbs dropped by Scout enemies (25% drop rate) - Upgrade effects: - Fire level: +1 (increases fire rate) - Damage: +1 (increases bullet damage) - Visual: Green glow filter, rotating sprite - Movement: Moves left slowly with sine wave vertical motion - Collection: Automatic on collision with player - Score bonus: +50 points per upgrade - Multiple upgrades stack (no limit) 9. Wave System: - Wave duration: 1800 frames (30 seconds at 60fps) - Wave progression: Automatic after timer expires - Wave effects: - Enemy spawn rate increases (interval decreases) - Enemy speed increases (per enemy type) - Enemy spawn count increases - Scout spawn probability increases - Wave display: Shows current wave number - Wave progress bar: Visual indicator at bottom of screen 10. Scoring System: - Base scores: Drone = 10 points, Scout = 20 points - Wave multiplier: +2 points per wave - Formula: baseScore + (2 * wave) - Upgrade collection: +50 points - Score display: Shows current score (padded to 4 digits) - High score: Saved to localStorage (key: 'nebula_highscore') - Score pop-ups: Floating "+score" text appears at kill location 11. Collision Detection: - Bullet vs Enemy: Bounding box collision - Player vs Enemy: Bounding box collision - Player vs Enemy Bullet: Bounding box collision - Player vs Upgrade: Bounding box collision - Collision checks: getBounds() method - Damage dealt: Player damage value (starts at 1, increases with upgrades) 12. Explosion System: - Particles: 10 particles per explosion - Particle lifespan: 30 frames - Explosion pool: 8 simultaneous explosions - Visual: Orange/yellow particles with fade-out - Velocity: Random direction, speed 2-4 pixels per frame - Triggered on: Enemy death, player hit, upgrade collection 13. Visual Effects: - Glow filters: Blue (player), Red (enemies/drones), Purple (scouts), Green (upgrades/HUD), Yellow (score pops), White (text) - Screen shake: Triggers on hit and upgrade collection - Flash overlay: White screen flash on player damage - Particle effects: Engine exhaust particles, explosion particles - Bobbing animations: Player ship, title screen ship - Starfield: 3-layer parallax scrolling background 14. Starfield Background: - Layers: 3 parallax layers - Stars per layer: 30 (layer 1), 50 (layer 2), 70 (layer 3) - Layer speeds: 1, 2, 3 (increasing depth) - Star properties: Random alpha (0.6-0.9), random speed variation, twinkle effect - Twinkling: Sine wave alpha animation based on time and position - Wrapping: Stars wrap from left to right when off-screen 15. Engine Particles: - Particles: 10 engine exhaust particles - Life: 10 frames when active - Spawn: Random chance (40% per frame) - Position: Behind player ship - Visual: Yellow/gold tinted particles - Animation: Positioned relative to player with bobbing 16. HUD (Heads-Up Display): - Score: Top-left, green glow, updates in real-time - Lives: Top-right, heart icons (3 total), dims when lost - Wave number: Bottom-center, purple glow, animated scale - Wave progress bar: Bottom-center, blue fill, shows wave completion - All HUD elements: Visible during gameplay, hidden during title/game over 17. Game States: - Title Screen: Shows game title, "Press ENTER to Launch", animated ship - Playing: Active gameplay with all systems running - Paused: Game paused, overlay with resume/quit options - Game Over: Shows final score, high score, "Press ENTER to Restart" 18. Title Screen: - Title text: "Space Shooter" (blue glow, animated scale) - Subtitle: "Press ENTER to Launch" (white glow, animated alpha) - Ship preview: Animated player ship (bobbing, rotation) - Animations: Pulsing title, fading subtitle, floating ship 19. Pause Screen: - Overlay: Dark semi-transparent background - Text: "PAUSED" (blue glow) - Instructions: "Press P or ENTER to Resume" (white) - Exit: "Press ESC to Quit Game" (red) - Toggle: P key or Enter key 20. Game Over Screen: - Overlay: Dark semi-transparent background - Title: "GAME OVER" (white glow) - Final score: Current score (green glow) - High score: Best score saved (yellow glow) - Restart: "Press ENTER to Restart" (white) - High score save: Automatic if new record 21. Screen Shake: - Trigger: Player hit (5 frames), upgrade collection (2 frames) - Effect: Random stage offset (-4 to +4 pixels) - Visual: Creates impact feeling - Duration: Short, doesn't affect gameplay precision 22. Flash Effect: - Trigger: Player takes damage - Visual: White overlay fade (10 frames) - Alpha: Starts at 1.0, fades to 0 over 10 frames - Purpose: Visual feedback for damage 23. Score Pop-ups: - Display: Floating "+score" text at kill/upgrade location - Lifespan: 30 frames - Animation: Moves upward, scales with pulse, fades out - Visual: Yellow glow filter, white text with yellow stroke - Multiple: Pool of 6 score pop-ups 24. Bullet Pool System: - Player bullets: Pool of 5 bullets - Enemy bullets: Pool of 20 bullets - Object pooling: Reuses bullets for performance - Activation: Bullets activate on fire, deactivate off-screen 25. Upgrade Collection: - Automatic: Collected on collision - Visual feedback: Explosion, score pop-up, screen shake - Stacking: Multiple upgrades stack indefinitely - Fire rate improvement: Each upgrade reduces cooldown by 12 frames - Damage improvement: Each upgrade increases damage by 1 26. Enemy AI Behavior: - Drone: Simple left movement with rotation - Scout: Zigzag vertical movement with shooting - Zigzag timing: Changes direction every 60 frames - Zigzag bounds: Constrained between y=100 and y=500 - Shooting range: Scouts shoot when x < width - 100 27. Performance Optimizations: - Object pooling: Bullets, enemies, upgrades, explosions - Particle containers: Used for particles and explosions - Texture reuse: Pre-generated textures for graphics - Efficient collision: getBounds() for bounding box checks 28. Local Storage: - High score: Saved as 'nebula_highscore' - Persistence: High score persists between sessions - Retrieval: Loads on game initialization 29. Responsive Design: - Fullscreen: F11 to toggle fullscreen mode - Window resize: Automatically adjusts canvas size - Mobile: Responsive to screen size changes - Canvas: Matches viewport dimensions 30. Loading Screen: - Progress bar: Visual loading progress - Loading text: Status updates during loading - Animation: Pulsing title during load - Fade out: Smooth transition when ready STRATEGIC TIPS: - Movement Mastery: Use acceleration-based movement to your advantage. Start moving early to dodge bullets. - Fire Rate Management: Collect upgrades early to maximize fire rate. Higher fire rate = more enemies destroyed. - Scout Priority: Focus on scouts first - they're more dangerous but give better rewards and can drop upgrades. - Bullet Conservation: Don't waste bullets. Wait for good shots rather than spamming fire. - Upgrade Path: Collect every upgrade you see. Stacked upgrades make later waves easier. - Movement Patterns: Learn enemy patterns. Scouts zigzag predictably, use this to avoid bullets. - Boundary Awareness: Stay within movement boundaries. Don't get cornered at edges. - Wave Planning: Prepare for increasing difficulty. Each wave spawns more enemies faster. - Damage Stacking: Multiple upgrades dramatically increase damage output. Focus on survival to collect upgrades. - Score Optimization: Higher waves give more points per kill. Survive longer for higher scores. ADVANCED TECHNIQUES: - Upgrade Stacking: Maximize upgrade collection early to build powerful weapon. Stack upgrades for maximum effectiveness. - Enemy Prioritization: Target scouts first when possible. They're threats but provide valuable upgrades. - Movement Efficiency: Master acceleration-based movement. Smooth movements are more effective than jerky inputs. - Bullet Management: Time shots for maximum effectiveness. Don't waste bullets on distant enemies. - Pattern Recognition: Learn enemy spawn patterns and zigzag timings. Predict enemy movement for easier kills. - Wave Preparation: Prepare for difficulty spikes. Each wave becomes significantly harder. - Survival Tactics: Focus on survival over aggressive play. Long survival = more upgrades = easier gameplay. - Damage Scaling: Understand damage scaling. Each upgrade dramatically improves effectiveness. - Collision Avoidance: Master dodging enemy bullets. Scout bullets require careful timing to avoid. - High Score Strategy: Balance aggression with survival. Higher waves give exponentially more points. WINNING AND PROGRESSION: - Wave Survival: Survive as many waves as possible. Each wave completed is an achievement. - Score Achievement: Compete for high scores. High scores saved to localStorage for competition. - Upgrade Collection: Collect upgrades to power up. Multiple upgrades stack for maximum power. - Enemy Elimination: Eliminate as many enemies as possible. Each kill contributes to score. - Survival Time: Survive longer to reach higher waves. Longer survival = more points. - Mastery Challenge: Master all mechanics. Perfect movement, shooting, and upgrade collection. - High Score Competition: Beat your previous high score. Challenge yourself to improve. - Wave Progression: Reach progressively higher waves. Each wave is a new challenge. - Upgrade Mastery: Maximize upgrade collection. Powerful weapons make survival easier. - Perfect Game: Survive as long as possible without taking damage. Perfect gameplay demonstrates mastery. Enjoy piloting your starship through space and surviving the endless enemy waves in Space Shooter!

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