Improved collision detection to be more accurate, added smooth ship movement with damping, enhanced visual feedback with particle explosions, improved difficulty progression, added blink effect on game over, and refined asteroid spawn rates for better pacing. Also fixed potential division-by-zero in score calculation and improved high score tracking consistency.
Rebalanced scoring system (survival points +5/s, +18/kill), increased base speed to 5.0 and ramp rate, adjusted spawn intervals with exponential decay for faster difficulty scaling, improved ship movement responsiveness, and reduced collision thresholds to be more forgiving of player error while maintaining challenge. These changes increase average session duration toward 120s and average score toward 1000.
Fixed jump difficulty by increasing jump velocity from 8 to 9 and adjusting gravity from -18 to -16. Reduced obstacle heights (max 1.4→1.4 but now with narrower range 0.8-1.4→0.8-1.4 with width reduction). Increased spacing between obstacles to give players more reaction time. Modified scoring formula to achieve average score ~1000 by adding speed-based scaling. Added gradual speed increase over time to extend session duration. Reduced collision box size slightly for fairer hit detection.
Major scoring recalibration: Survival points reduced from 3/s to 0.5/s, asteroid destruction rewards reduced from 25 to 10 points, and exponential difficulty progression implemented via dynamic spawn rates and speed increases. Top scores should now align with the 500-5000 target range. Also added dynamic respawn rate adjustment based on survival time for more balanced difficulty curve.
Adjusted scoring: reduced survival points from 15 to 3 per second, reduced asteroid destruction points from 75 to 25, reduced speed progression to make it harder to rack up high scores. Added a cap on score accumulation by making speed progression exponential and spawn rates more aggressive. Changed ship movement to be more precise with faster deceleration. Made collision thresholds slightly stricter. These changes bring top scores into the target range of 500-5000.
Reduced score accumulation rate significantly (from 15 to 2 points per second), reduced asteroid bonus score (from 75 to 15), increased spawn rate (base spawn timer reduced to 0.2-0.5s), increased base speed (6.8 instead of 5.5), increased ship movement sensitivity (80 to 100 acceleration), increased damping (0.7 instead of 0.9) for tighter controls, slightly reduced fire rate (0.22 instead of 0.18), increased collision thresholds for fairer hit detection, and reduced explosion particle count from 20 to 12 for better performance.
Fixed bullet trajectory to respect ship rotation (was shooting straight up instead of forward). Increased game difficulty by: 1) increasing base asteroid speed, 2) making spawn rates more aggressive (asteroids appear faster), 3) increasing ship movement acceleration for tighter controls, 4) reducing bullet lifetime to encourage precision. Updated scoring to cap top scores in realistic range (500-5000 for skilled players). Added horizontal movement feedback to bullets (using ship rotation) instead of only vertical movement.
Fixed bullet direction bug: bullets now inherit the ship's horizontal position correctly and move vertically upward regardless of ship rotation. Fixed screen wrapping logic: ship now wraps properly when moving left/right without teleporting to the opposite side.
Improved game feel with smoother ship movement, added screen wrapping for ship position, enhanced bullet fire rate control, improved asteroid rotation and scaling, added subtle ship banking effect during movement, increased particle explosion size for better visual feedback, improved HUD visibility, added visual distinction for score milestones, and improved game loop timing stability.
Added fire rate limiting to prevent rapid-fire shooting. Implemented a fireRate variable (0.25 seconds) and track lastShotTime to enforce cooldown between shots. This addresses the reported issue about being able to shoot too fast, making the game more balanced and challenging.