Development Blog
This blog records the bugs, design decisions, and trial and error encountered while developing VOID STRIKER independently. For details on how the game works, see the gameplay guide as well.
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How I Fixed Misaligned Touch Coordinates on Physical Phones
A record of how I fixed a mismatch between tap positions and hit detection at its source by switching to a layout with actual dimensions, after CSS
transform:scaleand mobile browser auto-zoom were both being applied. -
Expanding the Content to 12 Enemies and 3 Bosses
A look back at redesigning a roster of four basic enemies and one boss from the bullet primitives up (orb/mine/homing/wall), expanding it to 12 enemies and three boss archetypes.
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Designing Credits and the Hangar
The design decisions behind a credit economy that turns score directly into an asset, referral codes with check digits, and the HANGAR screen UI.
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Implementing Volume, Reduced Effects, and Data Reset
A look at three-stage volume mixing, the SCREEN FX setting for reducing visual effects, and a two-step data-reset confirmation flow implemented without
alert.