Fuel Field

A modern reinterpretation of classic arcade shooters, built with fast movement, fuel based survival, and clean, responsive game feel.

Phaser 3 JavaScript Arcade Shooter Systems Design CI587 Case Study
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Overview

Fuel Field began as a small Asteroids style movement prototype and evolved into a modern arcade survival shooter built in Phaser 3. The project blends retro design cues with responsive feedback systems, layered audio, and a fuel driven mobility loop that pushes players to constantly move, evade danger, and manage resources.

The experience is built around three core pillars: clarity (clean UI and readable threats), responsiveness (inertia based controls, knockback, warning cues), and tension (fuel as a survival limiter, escalating threats, and an idle triggered comet attack). A light upgrade layer adds replay value without expanding beyond the intended arcade scope.

This project was formally documented in my CI587 Web Development for Games report, where I broke down design intent, implementation decisions, and iteration outcomes.

Source Document

CI587 Web Development for Games Report

Case Study Evidence

  • Design goals were framed around clarity, responsiveness, and tension within a bounded arcade scope.
  • Implementation notes tracked mechanics, UI behavior, and balancing decisions across iterative builds.
  • The CI587 report captured both technical delivery and evaluation, including outcomes and follow-up refinements.

Gallery

Featured Systems

Movement & Feedback

Inertia based control · Boost system · Reactive feedback
  • Asteroids inspired inertia with velocity capping for control and clarity.
  • Boosting drains fuel while increasing responsiveness and engine audio intensity.
  • Damage triggers knockback, stagger, red vignette, and iFrames for clear danger cues.

Fuel System

Resource loop · Mobility limiter · Survival driver
  • Boost actions consume fuel, creating a constant risk / reward tension.
  • Fuel pickups restore mobility through clear feedback, tinting, and floating text.
  • Hitting zero fuel triggers the death sequence and transitions into Game Over.

Collision Manager

Deterministic checks · Tunnelling-proof · High-speed safe
  • Fully manual radius based collision checks help to provide precise behaviour.
  • Predictable interactions for bullets, asteroids, pickups, and the player.
  • Designed to avoid tunnelling at high projectile and asteroid speeds.

Upgrade System

Lightweight progression · Score-triggered · Replayability boost
  • Score thresholds pause gameplay and present upgrade choices.
  • Includes fire rate boosts, Twin Shot, Spread Shot, and Auto Fire patterns.
  • Inspired by Nova Drift and Vampire Survivors for subtle run variation.