About the project

Space Elumia is a browser-first arcade shooter inspired by classic bullet-hell games and modern sci-fi HUD design. We wanted to build something that feels intense, responsive, and cinematic without requiring any install. The goal was simple: open one file, start the mission, and instantly feel the pressure of surviving layered enemy waves and boss mechanics.

Inspiration

The project was inspired by old-school arcade shooters, boss-rush games, and the feeling of fast reflex gameplay where every second matters. We also wanted to prove that a polished action game can run directly in the browser with strong visuals, satisfying audio, and smooth controls across desktop and mobile.

What it does

Space Elumia is a vertically scrolling space shooter where the player fights through multiple enemy waves and boss phases. It includes:

  • Multiple enemy archetypes with different attack styles
  • Progressive boss encounters with unique patterns
  • Weapon upgrades (spread, laser, wave, plasma)
  • Dash mechanic, auto-fire toggle, hard mode, fullscreen and pause systems
  • Synthesized sound effects and dramatic attack audio cues
  • Local leaderboard persistence for replayability

Scoring scales by enemy type and boss level. For bosses:

$$ \text{BossScore}(L) = 5000 \times L $$

where (L) is the current level.

How we built it

We built Space Elumia as a single-page web game using:

  • HTML + Canvas rendering for the core game loop and effects
  • React (UMD build) for UI state and overlays (menus, HUD, pause, game over, victory)
  • Tailwind utility classes for rapid visual iteration
  • Web Audio API for procedural/synth sound design
  • Local storage for leaderboard persistence

The game loop handles movement, collision checks, enemy/boss behavior, projectile systems, power-ups, and state transitions (start, playing, paused, victory, game over).

Challenges we ran into

  • Balancing performance and visual density during heavy projectile scenes
  • Making boss attacks feel threatening but still fair to dodge
  • Keeping controls responsive on both keyboard and touch input
  • Managing many simultaneous audio events without muddying the mix
  • Tuning game difficulty so early levels are accessible but later levels remain intense

Accomplishments that we're proud of

  • A fully playable, no-install arcade game that runs directly in browser
  • Distinct boss identities and multi-phase combat feel
  • Smooth moment-to-moment gameplay with satisfying weapon progression
  • Clean HUD and control systems that work on desktop and mobile
  • Strong atmosphere through effects, motion feedback, and custom sound design

What we learned

  • Tight gameplay comes from constant tuning, not just feature count
  • Audio design has huge impact on perceived game quality
  • Simple architecture can scale surprisingly far with disciplined state management
  • Mobile-friendly control support needs early design, not late patching
  • Shipping quickly is easier when the core loop is validated first

What's next for Space Elumia

  • Add new sectors, enemy factions, and endgame boss variants
  • Introduce meta progression (unlockable ships, perks, cosmetic trails)
  • Expand leaderboard to cloud sync and seasonal challenges
  • Add accessibility options (colorblind palettes, reduced screen shake)
  • Package as a PWA so players can install and launch offline like an app

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