Inspiration

We wanted to create something lightweight, fun, and easy to play that still feels challenging. Most hackathon projects are serious tools or apps, but we thought—why not build a game that makes people smile? The idea of a one-button rocket survival game came from classic arcade mechanics mixed with a space theme we all love.

What it does

The game puts you in control of a rocket trying to survive in space. You dodge falling meteors, collect stars to activate a temporary shield, and aim to last as long as possible while your score climbs higher. It’s simple, fast-paced, and addictive.

How we built it

We built it entirely with HTML, CSS, and vanilla JavaScript.

  • HTML5 Canvas powers the visuals.
  • CSS3 adds styling and layout.
  • JavaScript handles the game loop, obstacle generation, collision detection, score tracking, and shield power-ups.
  • We also added a rocket favicon and basic sound effects to make it feel more immersive.

Challenges we ran into

  • Getting the collision detection accurate so that the shield works properly without making the game too easy.
  • Balancing the difficulty curve—too many meteors felt unfair, too few made it boring.
  • Making everything run smoothly without relying on external libraries.

Accomplishments that we're proud of

  • Built a fully functional game in a short time using just vanilla web tech.
  • Added a star shield mechanic that makes the gameplay more interesting.
  • Designed it to be lightweight and responsive, so it runs in any browser without setup.

What we learned

  • How to structure a real-time game loop in JavaScript.
  • The importance of balancing gameplay difficulty for player engagement.
  • That even small touches like icons, sounds, and animations make a huge difference in the overall feel of a game.

What's next for Rocknstar

Adding levels and progression so the game ramps up over time.

  • Implementing a leaderboard system so players can compete for high scores.
  • Improving the mobile experience with touch controls.
  • Experimenting with different power-ups beyond shields (like speed boosts or slow motion).

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