Client: Ghostern ยท Industry: Game Development ยท Focus: Fast-Paced Action, 3D Visuals & Surge Mechanics
Week Build
Custom Code
Twist Mechanics
Immersive Visuals
NEON SURGE is a fast, brutal, single-player twin-stick arena shooter built entirely in HTML5, CSS3, and JavaScript. The game puts players in control of a neon vessel fighting endless waves of geometric enemies โ triangles, squares, hexagons, and circles โ each with unique behaviors and health pools.
Built in just 2 weeks, NEON SURGE features an auto-firing weapon system, dash mechanics with invincibility frames, a tiered Surge ultimate ability, dynamic twist mechanics, and a full boss encounter with phase-based difficulty scaling. The game was designed to be fully playable on both desktop and mobile, with custom virtual controls and touch support.
Desktop and mobile views of the fast-paced twin-stick arena shooter.
๐ป Desktop View โ Full immersive experience
๐ฑ Mobile View โ Fully responsive on all devices
You aim โ your ship fires on its own. It’s all about movement, timing, and building your surge meter.
Your ship fires automatically. You focus on movement and aim direction โ making the game accessible yet deep. On mobile, auto-fire activates when using the joystick.
Press Space (or tap the Dash button on mobile) to dash through bullets with brief invincibility frames. A 1.2-second cooldown keeps it balanced.
Build your Surge meter by defeating enemies. Activate Surge (Q / right-click / Surge button) to unleash an electric storm that damages everything in a radius โ up to 5 tiers of power.
Every 16-20 seconds, a random twist activates โ INVERSION (WASD reversed), TIME WARP (enemies slowed), SWARM (3x spawn rate), CHAOS (erratic movement), BLACKOUT (vision reduced), or RECOIL (shots push you back).
Defeat triangles, squares, hexagons, and circles โ each with different health, speed, and point values. Survive until 5000 points to face THE CONDUCTOR, a 3-phase boss.
Custom virtual joystick, dash button, and surge button make the game fully playable on phones. Touch aim on the left side, move with the right-side joystick โ designed for thumb-friendly gaming.
The goal was to build a browser-based twin-stick shooter that would feel as responsive and polished as a console game โ with no downloads, no installations, and full mobile support. The challenge was to create:
Every system โ player movement, enemy AI, collision detection, particle effects, and lighting โ was coded from scratch in vanilla JavaScript. No game engines, no frameworks, no shortcuts.
Desktop players use WASD to move and the mouse to aim. Mobile players use a custom virtual joystick for movement and tap the left side of the screen to aim. Both feel intuitive and responsive.
The Surge ultimate ability builds over time and scales up to 5 tiers โ each tier increasing the radius and damage of the electric storm. This gives players a powerful “panic button” and a reward for skilled play.
Every 16-20 seconds, a random game-changing twist activates โ keeping players on their toes and ensuring no two runs feel the same. Each twist has a unique visual and audio cue.
Built with Three.js for immersive 3D background scenes, particle systems for explosions and trails, and dynamic lightning strikes that add visual intensity to every encounter.
A custom Web Audio API sound engine generates all game audio procedurally โ no audio files needed. Every action โ shooting, dashing, surging, twisting, and boss warnings โ has a unique synthesized sound.
Every run is different. Here’s what can happen when the twist activates.
WASD controls reversed
Enemies slowed by 60%
3x enemy spawn rate
Enemies move erratically
Vision radius reduced
Shots push you back
From the menu screen to the game-over stats, every part of the player journey is polished and complete. The game feels like a finished product, not a prototype.
Random twists, tiered surge mechanics, and a persistent high-score system keep players coming back. Each run feels unique and challenging.
The game runs smoothly on desktop, tablet, and mobile โ with custom controls for each platform. No compromises, no “mobile mode” cop-outs.
100% custom code โ no game engines, no frameworks, no shortcuts.
Canvas & structure
Neon UI & styling
Game engine & logic
3D background & visuals
Key insights from building a polished twin-stick shooter from scratch.
NEON SURGE proves that you don’t need Unity, Unreal, or even Phaser to build a polished game. With clean architecture, requestAnimationFrame, and the Canvas API, you can build responsive, performant games that run anywhere.
The custom virtual joystick, dash button, and surge button were designed from day one โ not added as an afterthought. This resulted in a mobile experience that feels natural and responsive, not clunky or compromised.
Using the Web Audio API to generate sound procedurally meant zero audio files, zero loading times, and a fully immersive experience. Every action has a unique, context-appropriate sound that makes the game feel alive.
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