Sky Fighter

Fly along the bottom of the screen and clear every wave. You never press a fire button — your fighter shoots on its own, so where you fly is where you aim.

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The sky, and how a level ends

The board is 360×640 units. Your fighter flies left and right at a fixed height near the bottom, and enemies enter from the top a wave at a time. Which enemies enter comes from a fixed seed together with the level and wave number, so every player meets the same formations on the same level, and a golden test keeps them that way.

Controls

One axis of control and no fire button is what makes this playable with a thumb on a bus. It also means nothing on screen has to explain itself in fourteen languages.

Three sizes, and what a hit does

There are three kinds of enemy and you tell them apart by silhouette. All of them fly nose down.

A bomber becomes seven aircraft before it is finally gone — one, then two, then four — which is why a wave with more bombers in it fills the screen rather than just moving faster.

Only bombers shoot back

Barrels, the one way you get stronger

There is exactly one power axis in this game: how many barrels you are firing. It goes 1, then 2 parallel, then 3 in a fan. Damage and rate of fire never change, so what is on the screen is the whole rule.

The 100 levels, the score and the help you get

Clearing a level unlocks the next, and any level you have cleared can be flown again. A level holds 4 to 6 waves, later waves are faster and busier than earlier ones, and the last wave of a level is always its hardest.

What changes with the levelLevel 1Level 100
Waves in the level46
Enemies entering a wave25
Enemies in the final wave36
Chance of entering as a bomber25%90%

Statistics are attempts, clears, best score and total play time. No streaks, and no online ranking — a leaderboard is a server someone has to keep paying for.

Questions people ask

How do I shoot?

You do not. Your fighter fires by itself, all the time, so the only thing you control is where it is.

Do I lose a life when an enemy flies past me?

No. It just leaves, and all you lose are the points it would have scored. Only touching one, or being shot, costs a life.

Which enemies shoot back?

Only bombers, the largest kind. Everything they split into is unarmed, so clearing bombers first makes the rest of the wave much quieter.

Do I keep my barrels for the next level?

No. Every level starts you at one barrel, so each level builds its own arc from weak to armed.

Does a hit take all my barrels away?

No, it takes one step. You keep whatever is left, and a scout can drop another token.

Can I save a run and come back to it?

No. Restoring a real-time sky would only drop enemies on you the moment it loaded, so a run you leave is discarded — but retrying costs nothing and the sky is the same.

Everything described here is implemented in the open: read the source code on GitHub.