Hi everyone!
I spent the last two days building a Galaxian-style arcade shooter in Babylon.js 9, and I would like other people on this engine to try it and tell me what feels off.
Shu in Space is a 3D playfield with a 5×8 demon formation that patrols, steps down, and dives (solo, swarm, rain, swoop, pincer). You fly a Draco starship along the bottom — keyboard, pointer-lock mouse, gamepad, or touch — and peel enemies off the grid.
A hit does not hide the mesh: the GLB becomes a tumbling Havok body, and the spray can stick as blood on the ship fuselage. After a crash the ship respawns inside an electric-shield shader.
Shots have a plasma glow; Audio Engine V2 does spatial engine / shot / hurt clips.
Middle-mouse orbits and zooms the playfield (Enter resets the camera).
Stack: Vue 3, Vite, Bun, Havok.
Playable here:
Screenshots below. If you have a few minutes, I am especially interested in notes on the Havok peel, camera, and input. Happy to answer questions about the setup.
To keep the player from getting bored, I’ll add some intermediate boss levels and some easy, relaxing levels to let them catch their breath.
In version 0.4.1, I added a difficulty spike - now, the starship doesn’t just have to worry about its own survival; the planet has become the priority.
For now, I’ve added three types of planets similar to Earth, Mars, and Neptune.
I’m still laying down the foundation for the game, but later on, I can add trading elements and multiplayer.
Any bullets that don’t hit the ship or aren’t shot down by it will hit the planet’s shield, wearing it down. To recharge the planet’s shield, you have to shoot down small rocks that contain gold nuggets, which is used for the planet’s defense unit microchips.
New rules: before protecting any planet, you must rescue the astronauts stranded in orbit - their oxygen is running out! Only then can you fight off the alien invaders and move to the next planet.