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Neon Rockfall

Neon Rockfall

Game guide

How to play Neon Rockfall

Neon Rockfall is a momentum-driven space score attack. Rotate the ship, apply thrust, and fire into a wraparound field of moving rocks. Crossing one edge returns the ship on the opposite side, so danger never truly leaves the playfield. Large targets split instead of disappearing, replacing one obvious threat with smaller, faster pieces that can approach from new angles.

The ship carries three lives. After a collision it returns with a short period of protection, giving you time to read the field before committing to movement. That reset is valuable: holding thrust immediately can send the ship into the same cluster that caused the loss. Successful play alternates between controlled bursts of acceleration, rotation that anticipates momentum, and shots chosen to manage space rather than simply hit the closest object.

Target sizes have different point values. Small rocks are worth the most because they are faster and harder to hit, but creating several small targets at once can overwhelm an unsafe part of the arena. Wave progression makes that tradeoff repeatable across a complete session. Keyboard controls are implemented and the responsive canvas now preserves the playfield on narrow screens; touch and gamepad flight controls are not yet part of this build.

Controls

DeviceInputAction
KeyboardA or Left ArrowRotate the ship counter-clockwise
KeyboardD or Right ArrowRotate the ship clockwise
KeyboardW or Up ArrowApply forward thrust
KeyboardSpace or ControlFire the ship's forward weapon
KeyboardEnter or Space after game overStart a new run
MouseNot availableThe current ship does not aim or thrust with the pointer
TouchNot availableTouch flight controls are planned but not present
GamepadNot availableUse a keyboard for this build

Rules and objective

  1. Destroy every active rock to complete the wave and begin the next one.
  2. Large and medium rocks divide into smaller pieces when destroyed; those fragments remain dangerous.
  3. A collision costs one of three lives. The run ends after the final life is lost.
  4. The ship, shots, and rocks wrap across the playfield edges, so track trajectories on both sides of the screen.

Scoring and progression

Large rock
Awards 120 points and splits into more manageable but faster pieces.
Medium rock
Awards 200 points and releases small fragments when destroyed.
Small rock
Awards 320 points because its speed and size make it the most demanding target.
Wave progress
Clearing all remaining fragments advances the run while preserving the current total.
Best score
The browser stores the highest run locally when storage is available.

Modes and features

Wraparound arena
Every edge is both an exit and an entry, keeping trajectories relevant across the full field.
Splitting targets
Large rocks become multiple faster threats instead of disappearing after one shot.
Three-life run
A fixed life pool gives every attempt a comparable arc and clear ending.
Respawn protection
A short safe window prevents an unavoidable repeated collision and supports deliberate recovery.

Tips for a better run

  • Use short thrust taps. Continuous acceleration creates momentum that takes valuable time and space to reverse.
  • Fire through the edge when a target is about to wrap; your shot can meet it on the opposite side.
  • Avoid splitting several large rocks in the same corner unless you already have an open escape line.
  • After respawning, spend the protected moment rotating toward clear space before adding thrust.

From the workbench

Gigabite built the current prototype to explore readable neon silhouettes, momentum, and risk created by target splitting. Neon Rockfall is the working public identity, but a later phase still needs to replace the generic in-game title and add a signature enemy or mechanic that moves the presentation farther from its classic inspiration. Until then the page remains noindex.

Updated September 13, 2026: Added the exact target values, wave and respawn guide, responsive browser integration, and transparent notes about unfinished input and identity work.

Credits and licensing

Design and development
Gigabite Games
Engine
Built with Gigabite Games' SHARK game framework and KNI
License note
This is a Gigabite Games project; third-party framework dependencies retain their own licenses
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