Gameplay
Absorb smaller planets, avoid larger ones, be the last one standing
Survival mode gameplay
What We Built — my first game, somehow
Unified Physics
This started as a fishy clone — you know, the "big fish eats small fish" game. Somewhere along the way, fish became planets, and I thought: what if every planet had gravity? Suddenly we needed real physics — gravitational pull based on mass, inverse square law, the whole thing.
Every celestial body follows the same rules: force = G × mass / distance². Get too close to a bigger planet and you'll get sucked in. But here's the fun part — the boost ability triples gravity effects. Great for vacuuming up food particles, terrifying near anything larger than you.
The result: Food orbits planets, small bodies slingshot around large ones, and boosting near a giant is basically a death wish
AI Ecosystem
The AI isn't smart — it's just paranoid. Each bot constantly scans for two things: prey (anything 10% smaller) and threats (anything 10% larger). Hunt the former, flee the latter.
Add in boundary avoidance (the map shrinks battle-royale style) and boost decisions, and you get emergent behavior that feels alive. Planets cluster around food, scatter when a giant approaches, and occasionally pull off accidental slingshot maneuvers that look intentional.
Fun bug: Early versions had AI boosting into gravity wells constantly. Turns out "always boost toward prey" doesn't work when prey is orbiting a sun
Tech Stack
No frameworks, no build step, just 1,700 lines of JavaScript and a lot of requestAnimationFrame calls. Sometimes the old ways are the fun ways.