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BLAZING CHAIN

A single-file, DoDonPachi-inspired vertical bullet-hell shooter. The entire game — engine, sprites, audio, and one hand-scripted stage with a boss — lives in index.html with no build step and no dependencies.

Play

Open index.html in any modern browser, or play the hosted build via GitHub Pages.

The canvas renders at a fixed 240×320 and scales up to fit the window (integer scaling when possible, with a CRT scanline overlay).

Controls

Keyboard

Key Action
Arrows / WASD Move
Z (tap) Shot
Z (hold) Laser — focuses fire and slows the ship for precise dodging
X Bomb
P Pause
M Mute
Z / Enter Start / restart (on title & game-over screens)

Touch

  • Drag anywhere to move the ship (autofires while dragging).
  • Second finger held activates the laser.
  • BOMB button, bottom-right.

Mechanics

  • Tiny hitbox. The player's core collision radius is deliberately small (DDP style) — trust the dodge.
  • Chain gauge. Keep chaining kills to build the gauge; it drains over time and drains faster while the laser bites an enemy. Chain length feeds your score multiplier.
  • Laser vs. shot. Tapping fires a spread; holding pours a sustained laser at the cost of mobility.
  • Bombs clear the screen and buy you a moment of safety.
  • Extends are awarded at 1,000,000 and 3,000,000 points.
  • Beat the boss to reach STAGE CLEAR.

Enemies include bees, rain-drones, helicopters, tanks, spinners, a mid-boss, and the stage boss.

Tuning

Game feel is centralised in the TUNE object near the top of the script (move speeds, fire cooldown, laser DPS, chain-drain rates, hitbox radius, bullet cap). Adjust those knobs to rebalance without touching the rest of the engine.

Structure

Everything is in one file. The script is organised top-to-bottom roughly as:

  1. Config & helpers
  2. Game state
  3. Input (keyboard + pointer/touch)
  4. Stage script (at(sec, fn) schedules spawns on a timeline)
  5. Update loop (player, enemies, bullets, collisions, chain)
  6. Background (a scrolling installation-tarmac motif)
  7. Drawing (sprites, HUD, screens)
  8. Audio (synthesised via the Web Audio API)

Deploy

Served as a static site from GitHub Pages — index.html at the repo root is the entry point.

About

A bullet hell created by Claude

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