Inspiration
COREBREAK was inspired by classic twin-stick arcade shooters and modern roguelikes. I wanted to combine fast action with meaningful risk-versus-reward decisions.
What it does
Players battle geometric enemy swarms in a spherical arena, collect volatile Flux, and deposit it to stabilize a reactor across ten escalating sectors. Carrying more Flux increases weapon power—but also makes the enemies more dangerous.
How I built it
COREBREAK is built with vanilla HTML, CSS, JavaScript, Three.js, and Strudel audio. to power its neon visuals, spatial effects, and procedural soundtrack. (using Codex and Claude)
Challenges
The biggest challenge was balancing the Flux system so that holding resources felt tempting without becoming unfair. Also worked through performance, audio, and control differences between desktop and mobile.
Accomplishments
Proud of creating a complete ten-sector experience with varied enemies, stackable mutations, responsive controls, and a decent audiovisual identity. especially happy that it runs with good FPS given all the objects on-screen.
What I learned
Learned how strongly visual and audio feedback can shape a player’s understanding of complex systems. We also learned that small tuning changes can completely transform the pace and feel of a game.
What's next for COREBREAK
Next, I’d like to add new arena types or game modes, bosses or different enemy formations, and deeper mutation synergies. Maybe some ship archetypes, seeded based runs, permanent unlocks, and definitely needs online leaderboards to battle friends. (y does everything need to be offline??)
Built With
- strudel
- three.js