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Star Havoc arcade space shooter gameplay
Technical Design · Combat SystemsTechnical Designer & Gameplay Programmer

Star Havoc

A solo arcade shooter iterated through playtesting to counter dominant strategies and make combat the path to recovery and progression.

RoleTechnical Designer & Gameplay Programmer
TeamSolo project
Duration4 months
ToolsUnity · C# · Combat Design · Game Feel

Design evolution

Click a node to explore

Mindmap

Each playtest exposed a system problem. Follow the route to see how Star Havoc evolved from a basic shooter into a loop built around observation, restraint and recovery.

01 · Design decision

First playable

After learning the foundations of Unity, I applied the course material in a small playable system: a player-controlled ship, incoming asteroids and a complete shoot-and-survive loop.

Design Challenges

Problem → design response

Designing against passive play

Playtesting exposed a dominant strategy and two ways to bypass the intended combat loop. I translated each observation into a concrete gameplay-system change, then tested the behaviour it encouraged.

01
Observed problem

Mindless continuous fire

Holding the fire button was the safest strategy, removing observation and decision-making from combat.

Design response

Trap enemies

Space mines end the run when shot. Players must identify targets and deliberately choose when not to fire.

02
Observed problem

Avoiding every enemy

Players could simply dodge the whole encounter, bypassing the combat loop instead of engaging with it.

Design response

Fight to recover

Kills restore health and drop coins, making combat the route to both immediate survival and long-term progress.

03
Observed problem

Permanent damage felt hopeless

As health fell, later mistakes felt increasingly punishing and some playtesters stopped believing a run was recoverable.

Design response

Layered recovery

Kill-to-heal creates comeback moments, while a rechargeable shield absorbs occasional errors without removing the stakes.

How It Plays

The core loop

Read. Decide. Recover. Grow.

The resulting loop asks players to read enemy state, control their fire, use aggression to recover and convert combat success into persistent upgrades.

01

Identify the Threat

Read each enemy’s colour and silhouette before reacting. Ordinary asteroids, durable molten rocks and mines demand different responses.

02

Choose When to Fire

Attack valuable targets, but hold fire around mines. Restraint is as important as accuracy.

03

Fight to Recover

Destroy enemies to restore health while the rechargeable shield creates a small buffer for mistakes.

04

Upgrade Between Runs

Collect coins, improve equipment outside the run and return with a stronger ship.

Play Star Havoc

Browser prototype

Try the design decisions yourself

The game loads only when you start it. For the best experience, use the player’s fullscreen option and a desktop keyboard.

If the embedded player does not load, open the original game page.

Play Star Havoc on itch.io
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