CoOp:Anything
게임을 검색해 협동 플레이 가능한 모드·단계·품질·커뮤니티 평점을 확인합니다
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기Dodge bullet patterns, fight bosses, and upgrade your ship in a Phaser space shooter.
저장소 README에서 가져옴
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A neon pixel-art bullet hell. Dodge dense bullet patterns, graze for combo, fight bosses, and build a stronger ship between waves.
▶ Play in browser · itch.io · Trailer
docs/PRIVACY.md, backend: server/.| Action | Keyboard (default) | Gamepad | Touch |
|---|---|---|---|
| Move | Arrow keys / WASD | Left stick / D-pad | Drag on the left side of the screen |
| Fire (hold) | Space | A / RT | FIRE button |
| Dash | Shift | LB / RB / LT | Dash button |
| Forcefield | Z | X | Shield button |
| Phase shift | X | Y | Phase button |
| Pause | Esc | B / Start | Pause button (top centre) |
| Fullscreen | F |
Survive the timed waves and pick an upgrade after each one.
Originally made for Bullet Hell Jam 6.
Built with JavaScript, Phaser 3.90, and Vite. Everything, including Phaser and the fonts, is bundled locally, so the game works offline. The only network use is the optional online API (boards and anonymous stats, off unless the build sets VITE_API_URL). The pixel art is not made of image files: every sprite is an ASCII map in src/art/ that is baked into textures at startup, and sound is synthesized at runtime. A strict Content-Security-Policy is injected into production builds.
npm install
npm run dev # dev server with hot reload (http://localhost:5173, ?scene=Game jumps straight into a run)
npm run build # production build in dist/ (relative paths: upload the folder anywhere, e.g. itch.io)
npm run preview # serve the production build
npm run check # static checks: syntax, sprite maps, texture contract, PWA manifest
npm run test:smoke # headless smoke test of the whole game loop (needs Chrome; set CHROME_PATH if not found)
npm run test:smoke:prod # same, plus the production bundle and its service worker
npm run test:server # online API: validation, ranking, rate limit, summary (Node 22.13+)
npm run test:online # the real game against the real API handler: callsign, world board, offline queue
npm run server:dev # local API on :8787 (VITE_API_URL=http://localhost:8787 npm run dev to use it)
npm run telemetry # real-player balance report from the API (see server/README.md)
npm run gif # re-record docs/media/gameplay.gif (needs ffmpeg)
npm run icons # regenerate favicon / PWA icons from the pixel-art source
npm run compliance # release checks: asset allowlist, secrets, licence metadata, no dev hooks in dist/ (see docs/COMPLIANCE.md)
CI (.github/workflows/ci.yml, read-only token, no secrets) runs check, npm audit, build, compliance, and the smoke test on every push and pull request. It uploads the build as the starburst-dist artifact.
There are a few more tools: node tools/shot.mjs takes screenshots of the running game, node tools/render-sprites.mjs renders sprite sheets, and node tools/qa.mjs runs a leak and flow check over every screen. In dev builds, window.__dbg exposes test hooks (skipToWave, boss, godMode, spray, …).
Here's where things live:
src/scenes/src/objects/src/systems/src/art/public/assets/audio/Before you change visuals or code structure, read docs/STYLE.md and docs/ARCHITECTURE.md.
The images in docs/concept-art/ are AI-generated concept art made during planning. They are not part of the game, are not hand-made pixel art, and are not shown as gameplay. The game's own art is the text-map pixel art in src/art/.
Proposed licensing (the maintainer has to confirm it, see docs/COMPLIANCE.md):
Security issues: see SECURITY.md. Contributions: see CONTRIBUTING.md.