[HN Gopher] Starfling: A one-tap endless orbital slingshot game ...
       ___________________________________________________________________
        
       Starfling: A one-tap endless orbital slingshot game in a single
       HTML file
        
       Author : iceberger2001
       Score  : 538 points
       Date   : 2026-04-09 01:52 UTC (2 days ago)
        
 (HTM) web link (playstarfling.com)
 (TXT) w3m dump (playstarfling.com)
        
       | iceberger2001 wrote:
       | Hey HN, I built STARFLING, a simple hyper-casual space game you
       | can play right in your browser.
       | 
       | You orbit a star with a ball. Tap anywhere to release and sling
       | it through space. Catch the next star to lock in orbit and keep
       | going. Miss and it's game over.
       | 
       | The whole thing is just one HTML file with vanilla JS, Canvas,
       | and Web Audio. No frameworks, no build step. Loads in under 2
       | seconds on phone or desktop.
       | 
       | There's a combo system if you release quick, a skip bonus for
       | jumping over stars, and it gets harder the longer you last. When
       | you die you get a cool trail art picture of your whole run that
       | you can share.
       | 
       | Audio is all generated on the fly and it has haptics too. Pretty
       | satisfying once you get the timing down.
       | 
       | Play it here:
       | https://playstarfling.com?utm_source=hn&utm_medium=showhn
       | 
       | Would love your thoughts on the feel, difficulty, and whether the
       | trail art is fun or not.
       | 
       | Thanks!
        
         | jonwinstanley wrote:
         | Really like this game. A few bits of feedback:
         | 
         | - Can you add a keyboard key that also launches, rather than
         | always have to be a click - Can you make it so it restarts
         | without having to click the play again button? Maybe use the
         | same keyboard button as above? - When fail, why does the ship
         | fall to the floor? Maybe a gentle curve away would be more
         | "realistic" - Why is the bg squares? Maybe it should be more of
         | a subtle space bg
         | 
         | Thanks for making it!
        
           | gregsadetsky wrote:
           | +1 on keyboard to launch and restart!!
        
         | jonwinstanley wrote:
         | Oh, and it's completely different on mobile. Game is slower and
         | much easier to score well.
         | 
         | My feedback above was on desktop.
        
         | tuyiown wrote:
         | It's great but the animations when catching a new orbit (sparks
         | and combo announcements) is making hard to follow the ball, I
         | realized I missed many shots due to this after some games.
        
         | metalrain wrote:
         | I noticed that gameplay speed depends on the window size. I'm
         | assuming that larger canvas takes longer to render. It seems
         | too fast at small window sizes and maybe too slow at 4K, not
         | sure what is the intended speed.
        
         | cheschire wrote:
         | The "better than X%" of players seems way off. If I get zero,
         | somehow still better than 32% of players? and 25 planets is
         | >99% of players?
         | 
         | The dotted line starting wide and slowly shrinking to the real
         | orbit is a great touch. It makes the quick/fast/blazing/insane
         | moves harder and more satisfying when they work. The angles
         | encourage skips frequently enough to feel good.
         | 
         | I think the only improvement I would make to the look is
         | perhaps the background. I still think the cyberwave aesthetic
         | works and isn't played out quite yet, especially on mobile. But
         | maybe instead of a boring flat grid, some very faint parallax
         | points moving across the background might work better to give
         | the game a bit more depth.
         | 
         | The pause->restart flow is way faster than clicking the restart
         | button at the bottom of the screen. If your intent is to
         | capture the end of every game to advertise the upcoming mobile
         | game, then you might want to capture that method of restart as
         | well.
         | 
         | Great game, thanks!
        
           | Sharlin wrote:
           | > and 25 planets is >99% of players?
           | 
           | That doesn't sound so strange because the presumably the
           | majority of visitors are going to try once or twice and then
           | carry on, and it's actually pretty difficult to get even 25
           | points in this game.
        
         | bspammer wrote:
         | This is a really nice little game. My feedback is that on
         | mobile at least, the text that pops up often blocks vision of
         | the ball, which is quite frustrating. I would move it down a
         | bit
        
         | hn_throwaway_99 wrote:
         | I liked this game a lot!
         | 
         | One thing I noticed is that I found the game to be pretty hard
         | if I just tried to tap based on where I thought was a good
         | "launching point". But then I realized I could use the dashed
         | lines in the orbit circle as basically "arrows" pointing to
         | where the ship would go if launched at that point in the orbit,
         | and I instantly got _much_ better if my strategy was (a) pick
         | the dash in the orbit circle that points to the next planet,
         | and (b) just then only focus on tapping when the ship hits that
         | dash in the circle.
         | 
         | I think a "hard mode" would be to get rid of the dashes in the
         | orbit circle and just make it a solid line.
        
           | porterde wrote:
           | This comment instantly made me 10x better player
        
           | hapidjus wrote:
           | I did something similar, tried to click when the ship was at
           | an 90 degree angle to the line connecting the planet to the
           | next.
        
           | ryandrake wrote:
           | I still can't figure it out. It just seems to randomly curve
           | away from where I want it to go. It gets boring to lose every
           | time, so I just gave up. Could use a difficulty setting.
        
         | bjackman wrote:
         | Nice work! Really low frame rate on Firefox on Android (pixel
         | 10), might be something worth checking.
        
           | nmstoker wrote:
           | On a Pixel 10 Pro with Firefox it's not too bad but it's
           | definitely a touch less responsive than on Chrome also on
           | that same phone
        
         | bhollan wrote:
         | I cannot express to you how much fun this simple little game
         | is! I'm really enjoying it!
         | 
         | If I got to work on this game for 90 seconds, I would move the
         | "bonus text" down to the bottom. It gets in the way of tviewing
         | the literal most important thing SO MUCH!!!
        
         | adito wrote:
         | Thanks for making this, fun game, but the contrast is too low
         | for my old eyes. I can't see the orbit most of the time. Maybe
         | add options to make the orbit more visible?
        
         | cush wrote:
         | Love it! Thanks for sharing!
        
         | Cort3z wrote:
         | I really like it. Here is my 2 cent:
         | 
         | - the gravity is weird in my opinion. There is basically a
         | gravity going down the screen. I would have expected there to
         | be some "pull" towards the planets. I get why though, you try
         | to prevent mega-long straight shots upward. Perhaps experiment
         | with some drag, where the ball slows down over time. Or perhaps
         | have the walls be gravity points, pulling the ball towards
         | them.
         | 
         | - i would add a long- press to restart immediately, so
         | restarting is faster.
        
           | hdjrudni wrote:
           | Maybe add blackholes to prevent cheesing too hard. I found
           | the downwards gravity unexpected too.
        
         | flkiwi wrote:
         | There was an old flash game called, I think, curveball that was
         | kind of like 3d perspective, 2d plane Pong. I could play that
         | gave for so, so long and not get tired of it. This might end up
         | being a replacement.
         | 
         | EDIT: Uh oh. I found it again. I'm screwed.
        
         | olelele wrote:
         | Love this. Hit me up if you want a chill soundtrack for it, I
         | can make something for free.
        
         | circadian wrote:
         | Lush, perfect to take my mind off existing for a few minutes.
         | Always a strong sign of a winning concept. Kudos :)
        
         | lossyrob wrote:
         | This game is so fun, great job.
        
       | vunderba wrote:
       | Nice job. Consider allowing the use of a key (Z, spacebar, etc)
       | in addition to the mouse.
       | 
       | Related but I played a similar orbital minigame a while back on
       | Itch.io which has a bit of a 2D Mario Galaxy feel to it as well.
       | 
       | https://danceswithpixels.itch.io/orbital-slingshot
        
       | kokopelli wrote:
       | This is great. Very addicting.
        
       | ericskiff wrote:
       | Fun, but the way they fly doesn't quite match my intuition. Why
       | would an object curve when I send it out on the tangent? Wouldn't
       | that be a straight line unless it's affected by a different
       | gravity well?
        
         | lemagedurage wrote:
         | Yes, you have to imagine a much bigger star beneath the
         | viewport.
        
         | kaffekaka wrote:
         | I imagine it as slingshotting my way up a tree.
        
       | muti wrote:
       | Fun. Not sure if this applies on desktop, but on mobile the
       | quick/fast/blazing/skip text often blocks vision of the ball
       | making it harder than it should be to make combos
        
         | disillusioned wrote:
         | This precisely.
        
         | high_priest wrote:
         | Major problem
        
         | tux3 wrote:
         | Very much applies on desktop. The restart button is also
         | strange on desktop, it plays animations instead of restarting.
         | I recommend pressing pause and restarting from the pause menu,
         | which is instant.
        
       | JohnnyLarue wrote:
       | I have never been worse at a game than I am at this one
        
         | thenthenthen wrote:
         | Same! I suck at this! I noticed that clockwise slingshots seem
         | harder to time for me than anti-clockwise ones... weird
        
       | lagniappe wrote:
       | This thing is so fun. My best was 17, better than 94% :)
        
       | rikschennink wrote:
       | Nice, enjoyable.
       | 
       | I did however expect the stars to attract my ship, that combined
       | with the top down gravity vector made it less intuitive.
       | 
       | It also makes it feel like a game happening in earths atmosphere
       | instead of space, it impacts the possible sense of scale.
       | 
       | Still fun :)
        
       | potatoproduct wrote:
       | Good fun, my highest was 30, it took a while!
        
       | Uncorrelated wrote:
       | I got 54, allegedly better than 99% of players. But I also note
       | that a score of zero is apparently better than 32% of players.
       | 
       | Very fun.
        
         | falcor84 wrote:
         | I actually love the idea of opening the game and then not
         | playing resulting in a negative score. To quote Garfunkel &
         | Oates, "It's better to be a loser than a spectator."
        
       | karim79 wrote:
       | Brilliant game. Thank you so much for this.
        
       | Twirrim wrote:
       | Fun, but dark grey text on a dark background? Bit hard to read a
       | bunch of the text.
       | 
       | It also seems like there's gravity coming from off screen assets
       | (or maybe it's the bottom of the screen?) causing the projectile
       | to curve in unexpected ways, and not be captured as strongly by
       | the gravity of the visible objects as I'd expect.
        
       | NooneAtAll3 wrote:
       | I don't see the "orbital" part. Ship flies in straight lines
       | 
       | Doesn't seem that hard, just a boredom endurance
        
       | foresterre wrote:
       | Fun :)
       | 
       | Small idea for improvement: the "fast" text is often over the
       | same space as the ball, which makes it harder to see where the
       | ball would be going.
        
       | russellbeattie wrote:
       | The use of the Web Vibration API _Navigator.vibrate()_ is well
       | done! I haven 't seen it used much, but it really adds to the
       | game.
       | 
       | (Apparently iOS still doesn't support it [1]? It's been in Chrome
       | for the past 12 years. Maybe someday.)
       | 
       | 1. https://developer.mozilla.org/en-
       | US/docs/Web/API/Vibration_A...
        
       | tuo-lei wrote:
       | The single HTML file as a distribution format is really
       | underrated. No server, no CORS issues, no CDN -- just open the
       | file. It works offline, you can email it, and it'll still work in
       | 10 years.
       | 
       | I ship self-contained HTML files for a different project and the
       | sneakiest gotcha is </ sequences inside inline <script> tags --
       | the browser sees </ and tries to close the script tag
       | prematurely. You have to escape them as <\/. Curious if the
       | author ran into that one.
       | 
       | Fun concept for the format too -- games are the perfect use case.
        
         | cubefox wrote:
         | That's the silliest LLM comment I saw in a while.
        
       | hamandcheese wrote:
       | Scoring 0, 1, 2, 3, or 4 all say better than 32% of players.
       | Something isn't right.
        
         | swiftcoder wrote:
         | You have to get up to about 8 or 10 before you really start
         | climbing the ranks
        
       | yuppiepuppie wrote:
       | This is good fun! I've added it to the HN Arcade :)
       | https://hnarcade.com/games/games/starfling
        
       | systemsweird wrote:
       | Seriously fun! A first it felt frustrating but it was interesting
       | that at a certain point (after about 10 minutes) I suddenly got
       | an intuitive feel for the ball's trajectory and it became
       | addictive at that point.
       | 
       | My only gripe is you render the bonus notification too near the
       | ball and it distracts me and makes it harder to keep a combo
       | going.
        
       | rustyhancock wrote:
       | Love it, but bro you got to make the process of staying playing
       | in the first 2 minutes simpler.
       | 
       | Right now the first 5 or so times you miss. Probably the first 5
       | times you try.
       | 
       | You get an annoying process of having to shift you hand to press
       | the play again button.
       | 
       | The solution is easy as checking what the game score and high
       | score is, if it's 0 just restart.
       | 
       | I don't need or want to hear about how to sign up to your mailing
       | list if I've just fallen flat on my face!
       | 
       | There's a reset button but it seems to do nothing and you end up
       | at the play again screen.
        
       | ewatch wrote:
       | Really nice and very fast becoming addicted :D. Feedback from my
       | side:
       | 
       | - on desktop (tested in Brave Browser) the speed is faster than
       | on mobile (is this supposed to be ?)
       | 
       | - on desktop would be nice to have a short cut to instantly start
       | a new game (may be on mobile you could calculate early on if the
       | balls curve would have a collision and show a button to directly
       | restart)
        
       | kortex wrote:
       | Super fun! But the text does get in the way mid-combo.
        
       | est wrote:
       | hmm, it isn't strictly gravitational projectile movement isn't
       | it?
        
       | RobotToaster wrote:
       | >single html file
       | 
       |  _Looks at imports_
       | 
       | >Google Tag Manager
       | 
       | -_-
        
         | hirako2000 wrote:
         | Firebase. Likely needed to keep scores.
        
       | modinfo wrote:
       | Cool game! I scored 7581 (120 stars) on STARFLING :P
       | 
       | https://pod.sekor.eu.org/@modinfo/statuses/01KNXT3ZQDTHZBDYF...
        
         | mixtureoftakes wrote:
         | who are you.
        
         | vavkamil wrote:
         | rookie numbers, paste this to the browser JS console
         | https://pastebin.com/rjGgyp4V
        
       | b3orn wrote:
       | Reminds me a little of an old game called Slingshot[0], I think
       | it implemented the idea much better as you actually had to
       | slingshot and consider gravity. Someone should turn it into a
       | browser game, would be much more fun than this.
       | 
       | [0] https://sourceforge.net/projects/slingshot-game/
        
         | Jaxan wrote:
         | I played that too!
        
         | b3orn wrote:
         | I implemented a very rudimentary copy of it at
         | https://fac3.org/slingshot.html
         | 
         | Drag on the red circle to set angle and velocity, let go to
         | launch it, try to hit the green circle, avoid the blue circles
         | (planets with gravity). To try again hit "r" or reload the page
         | to create a new random set of planets. Doubt it works at all on
         | mobile, only tested it in desktop firefox.
        
       | imiric wrote:
       | This is neat, but the tap to release controls are unintuitive for
       | me. I much prefer the variant of this game that uses hold, drag
       | and aim as input. This allows much greater control, is more
       | engaging, and thus feels more rewarding and fun. Plus, there's no
       | waiting period for the ball to circle back to where you want it
       | to be.
       | 
       | Tangentially, this is also why I dislike the modern trend of
       | auto-shooters and idlers. The twin-stick shooter is by far the
       | superior control scheme for this type of game, yet for some
       | reason people enjoy having _less_ control and engagement. I never
       | got the appeal.
        
       | panstromek wrote:
       | The game is pretty fun. Page height is a bit wrong on mobile, you
       | probably need some dvh height?
        
         | panstromek wrote:
         | Also, the game is much faster on desktop, looks like it's maybe
         | not framerate independent?
        
       | cpcallen wrote:
       | I am completely confused about the orbital mechanics in this
       | game. They seem completely broken; at any rate they do not work
       | remotely like any other simulation I've played with (e.g.
       | Gravitation or Kerbal Space Program). The bodies other than the
       | first body appear to actively deflect the spacecraft away!
        
         | wolframhempel wrote:
         | I don't think it has any expectation of being an astrophysics
         | simulation. I mean, if the "spaceship" misses, it falls towards
         | the "floor"...
        
         | andai wrote:
         | You have elucidated a real gap in the marketplace: physically
         | accurate mindless tapping orbital mechanics sandbox.
        
           | wafflemaker wrote:
           | Not really. Flight of Nova fills that gap, and I think I know
           | how I'm going to spend this afternoon now.
        
           | oezi wrote:
           | 19:50 Put codex and claude (thinking high) to work in
           | parallel to see who could come up with the better physically
           | accurate mindless tapping orbital mechanics sandbox.
           | 
           | 20:10 Both codex and claude finish pretty much at the same
           | time, but my kids say claude's version is more fun.
           | 
           | 20:50 Claude runs out of its 5h session limit while
           | finetuning some things, while Codex has 80% left (!).
           | 
           | https://coezbek.github.io/orbital-tap/
        
             | progval wrote:
             | It's still pretty far physically accurate because there is
             | infinite acceleration the moment a ship reaches the target
             | orbit.
        
               | oezi wrote:
               | True. Hard to square it being a game, fast-spaced and
               | accurate.
        
               | pigpop wrote:
               | That sounds like it would be a completely different game
               | and probably not as fun since you'd have to use some very
               | fiddly controls to manually get into orbit. If you
               | eliminate orbit entirely then it's just a slalom race.
               | "Hitting" each star/planet is the immediate feedback that
               | makes it fun.
        
             | throwthrowuknow wrote:
             | I like this version of the game more, keep at it!
        
             | RobotToaster wrote:
             | Unfortunately it doesn't let you skip planets.
        
               | oezi wrote:
               | I tried it, but it doesn't make for good gameplay, it
               | just gets too easy. Could maybe subtract points, but that
               | also feels strange. I updated gravity to do things, but
               | orbiting isn't permitted.
        
               | em-bee wrote:
               | i love the gravity. but sometimes the orbital speed is to
               | fast to be able to make the next jump. that's
               | frustrating.
               | 
               | a slow mode, or an option to hit the brakes might be
               | nice. or going slower as the orbit decreases. smaller
               | orbit is harder but slower speed is easier. you just have
               | to find the right moment
               | 
               | the quick bonus should not be more than one point. maybe
               | an extra point for hitting 5 quick jumps in a row.
        
             | love2read wrote:
             | This version is better than OP's
        
             | 47282847 wrote:
             | Nice! For my taste you could remove the TAP OR PRESS bar
             | after some time, maybe after score 3 or so including
             | restarts.
        
           | FranchuFranchu wrote:
           | There's a 2014 game that is just that. Lim Rocket: slingshot
           | around planets while also avoiding crashing.
           | 
           | https://dan-ball.jp/en/m/pc_lim/
        
           | TeMPOraL wrote:
           | It's a gap, but not due to lack of trying.
           | 
           | I made https://github.com/TeMPOraL/cloze-call a little over
           | 16 years ago, and this itself was inspired by something then
           | at least that much old.
           | 
           | Screenshot: https://jacek.zlydach.pl/old-
           | blog/download/projects/ClozeCal...
           | 
           | Wonder if I can turn this into browser-playable version with
           | just LLMs.
           | 
           | EDIT: Put Claude Code on the task (reason for choice: Claude
           | Desktop lets me just throw it at a folder with unzipped
           | bundle of sources and assets I found laying around my blog
           | archive).
           | 
           | EDIT2: Holy shit it worked. Will upload it somewhere soon.
           | 
           | EDIT3: Here it is, in its full 800x600, 30 FPS cap glory:
           | https://temporal.github.io/ClozeCall-Web/
           | 
           | The process I used was, have CC run over the original sources
           | and create this document:
           | 
           | https://github.com/TeMPOraL/ClozeCall-
           | Web/blob/main/design.m...
           | 
           | Then after verifying it matches what I remembered and
           | clarifying some decisions (section 4 and 5), just told it to
           | make a static client-side no-build-step no-webshit-frameworks
           | game deployable to github.io, and it did it in a single shot
           | (+ a second small request to add a fix to transparency of
           | some assets). Personally, I'm impressed at how well it went,
           | what a nice highlight of the weekend for me.
        
             | TeMPOraL wrote:
             | Past my edit window, so - a modernized port true to the
             | spirit, but with some QoL updates, more performant and
             | works half-decently on mobile:
             | 
             | https://temporal.github.io/ClozeCall-Web/index-ng.html
        
         | Applejinx wrote:
         | Yup. I figured it out and went from zero to five immediately
         | when I figured out it wasn't in the least orbital, but rather
         | it was Undertale: you had to click when it was exactly tangent
         | to the target, and then hitting anywhere within the target area
         | was a win.
         | 
         | That's also when I lost all interest, which isn't quite fair in
         | that it's still a slingshot game, just not in the least
         | orbital. It's just a slingshot. No stars required.
        
       | WhereIsTheTruth wrote:
       | When you go fast, the text in the center ruins visibility, hurts
       | gameplay
       | 
       | Good art style, terrible UX
       | 
       | You didn't play the game you created
        
       | fifilura wrote:
       | Took a little bit of figuring out why I always exploded. The
       | restart button was right where I tapped to launch.
       | 
       | I loved the simplicity, it was fun!
        
       | dawie wrote:
       | Super cool, super addictive :-)
        
       | haarlemist wrote:
       | Looks and plays quite nicely. I don't know how well it represents
       | the real slingshot physics, but it's quite fun.
       | 
       | I've made a similar little web game based on Lunar Lander, check
       | it out!
       | 
       | https://landed.theelderscripts.com/
        
       | fathermarz wrote:
       | I love this and it's very clean. Only piece of feedback, put the
       | play again button where the scores are as that is where the thumb
       | sits on the phone to do the tapping. Mind numbingly groovy
        
       | rkagerer wrote:
       | Neat, and nice audio, but I wish it were a little more forgiving.
       | Eg. Combos or surviving several jumps might collect "lives" that
       | recover your last orbit if you screw up.
       | 
       | Might also be fun if you encountered powerups as you explore
       | deeper into the map (eg. gravity attraction, project path, etc),
       | or even got to pick between forks in the route. The trail art
       | reminds me of Out There.
        
       | hirako2000 wrote:
       | I don't get the gameplay.
       | 
       | Ok on touch gravity of the orbiting takes off. And if I don't
       | land the next I start again and get prompted for my email each
       | time.
       | 
       | It reminds me of certain games on NES which could be played for
       | hours, once you lose your 3rd life you start all the way from the
       | beginning.
       | 
       | Here it's the same. With one life.
        
       | throwthrowuknow wrote:
       | The text that pops up in the middle obscures the current position
       | making it hard to immediately launch again. Maybe it should be
       | closer to the bottom of the screen?
        
       | zerobitflip wrote:
       | This is pretty cool, Great stuff!
        
       | weezing wrote:
       | Lack of proper physics really bothers me in such game.
        
       | oh_fiddlesticks wrote:
       | Its a nice start, but there is a certain irritation in that the
       | popup text is directly over the puck. I felt like I was losing
       | more because I couldn't see the puck under the combo counter than
       | anything in the game.
        
       | 0x3f wrote:
       | I would make restarting much much faster than it is now. That's
       | the most annoying part and it breaks the satisfying chain
       | completely for me. I miss and then have to watch it slowly fall,
       | or struggle to find the reset button. And even if I hit the
       | reset, I have to go through the menu.
       | 
       | At the very least, put the reset and play again buttons in the
       | same spot, so I can just keep tapping/clicking there.
       | 
       | Super Meat Boy is how all games like this should be.
        
         | cachius wrote:
         | I nearly stopped playing because of this, before reaching 11.
         | Just leave out the interstitial when clicking restart at the
         | bottom.
        
         | igravious wrote:
         | Tampermokey userscript -- <space> to launch and restart <esc>
         | to give up
         | 
         | ```javascript                  // ==UserScript==        //
         | @name         StarFling Spacebar        // @namespace
         | https://playstarfling.com/        // @version      2026-04-11
         | // @description  Spacebar to launch and restart StarFling
         | // @author       Claude Code        // @match
         | https://playstarfling.com/*        // @icon         https://www
         | .google.com/s2/favicons?sz=64&domain=playstarfling.com
         | // @grant        none        // @run-at       document-idle
         | // ==/UserScript==             (function () {          'use
         | strict';               document.addEventListener('keydown',
         | function (e) {            if (e.code === 'Escape') {
         | e.preventDefault();              // During play, click give-up
         | to trigger the death/restart screen              const giveup =
         | document.getElementById('giveup-btn');              if (giveup)
         | giveup.click();              return;            }
         | if (e.code !== 'Space') return;            e.preventDefault();
         | // If the game-over screen is visible, click retry
         | const gameOver = document.getElementById('game-over');
         | if (gameOver && !gameOver.classList.contains('hidden')) {
         | const retry = document.getElementById('retry-btn');
         | if (retry) retry.click();              return;            }
         | // Otherwise simulate a tap on the canvas (start from menu /
         | release orb)            const canvas =
         | document.getElementById('c');            if (canvas) {
         | canvas.dispatchEvent(new PointerEvent('pointerdown', {
         | bubbles: true,                clientX: window.innerWidth / 2,
         | clientY: window.innerHeight / 2,              }));            }
         | });        })();
         | 
         | ```
        
           | hirako2000 wrote:
           | I got so annoyed I fixed the annoyances.
           | 
           | https://orbitup.surge.sh/
           | 
           | - FPS tweak to fix variable speed - Can bounce - Life points
           | instead of sudden death - Levels - A few effects - Better
           | adjusted difficulty
        
             | beAbU wrote:
             | No attribution to the original game?
        
               | hirako2000 wrote:
               | yes, I should. In case someone outside this thread comes
               | across that 'fork'.
               | 
               | Edit: I added due credit. thanks for pointing that out.
        
             | arcza wrote:
             | Nice! Some ideas: Please can you remove the text that hides
             | the main game view. This is the biggest annoyance on both
             | games and slows you down a lot. Also the gravity / physics
             | feels off. Orbit is too slow.
        
             | CyanLite2 wrote:
             | you removed the "spacebar" functionality
        
             | rustyhancock wrote:
             | This thread is a perfect showcase of "You NEED a moat".
        
               | 0x3f wrote:
               | Also, put your business logic on the backend
        
         | Cort3z wrote:
         | I would add long-press to restart
        
       | niklasd wrote:
       | Very fun! If you play it on a big monitor, the games slows down
       | for some reason.
        
       | alfiedotwtf wrote:
       | Love this! Only request is don't display Godlike etc where you
       | are because I've found when it comes up, you can't see where you
       | are and so miss the next first-chance
        
         | alfiedotwtf wrote:
         | Ideas for hard mode:                   - when you land, the
         | ring starts shrinking, and you die when the ring gets to r=0
         | - stars move
        
       | client4 wrote:
       | If I miss but land back in the old gravitational field, I'd like
       | a retry
        
         | em-bee wrote:
         | or even if i land in any gravitational field i'd like to
         | continue from there
        
       | ofjcihen wrote:
       | 56 Stars Better than 100% of players
       | 
       | Git rekd nerds
        
       | oliver236 wrote:
       | allow me to use space and not click!!!!
        
       | OneMorePerson wrote:
       | I like it! One complaint is that if you are going fast it starts
       | to display a "Quick!" (or something like that) message on top of
       | the middle of the screen. This makes me want to continue going
       | quickly, but the message is blocking me from properly seeing the
       | orbit, so I end up trying to keep the streak going and most often
       | launch and miss cause I can't see. Maybe display it off to the
       | side in empty space?
        
       | bhollan wrote:
       | I've been looking for a game from the "flash era" that's
       | incredibly similar to this one! It was "fling-this-wad-of-duct-
       | tape-to-clog-the-black-hole" as a metaphor, but I forget the
       | name. It had similar "orbit" dynamics, but the entire game was
       | setting the initial angle/velocity and then the orbits just 'did
       | their thing' from there. This looks really cool! I'm already up
       | to 11 as my best!
       | 
       | If you like this, you will for sure love the game "12 Orbits"!
        
       | abcde666777 wrote:
       | Fun game, though a difficulty of playing it on a phone is your
       | primed finger gets in the way of seeing the ball!
        
       | nrawe wrote:
       | This is an excellent and distinctly frustrating game Echo
       | comments on restart being faster; maybe having the % stats in the
       | main ui somewhere. Will be recommending this to some friends.
        
       | onion2k wrote:
       | I gave Codex 5.4 Playwright MCP access to the site and a prompt
       | of "Use Playwright CLI Skill to open https://playstarfling.com/
       | and load the game. Work out how to play it, and devise a strategy
       | to win." After a about half a dozen attempts it had figured the
       | game out. Then I prompted it to "Score as much as you can." It
       | wrote itself an auto-play script that just keeps going.
       | 
       | I stopped it running at 10866. That's currently the high score. I
       | appreciate that this is pointless and proves nothing, but I've
       | been experimenting with automating testing games (I work at a
       | gaming company at the moment) so it felt like an opportunity to
       | try an experiment.
        
         | jstummbillig wrote:
         | Do tell? How did it play the game, did you watch? Just took
         | forever with every shot, or how did that play out with the LLM
         | induced latency?
        
           | onion2k wrote:
           | It didn't exactly play it using the LLM, but it used
           | Playwright to execute code in the browser to work out how it
           | works and then wrote a script to inject into the page to play
           | it. It was basically perfect AI getting skip * 2 on every
           | shot even after a hundred planets. I didn't expect it to do
           | quite so well with only 2 prompts.
        
         | dalmo3 wrote:
         | Are you sure the script is actually testing the gameplay? Given
         | it can see the entire source code of the game.
        
           | onion2k wrote:
           | It started out using browser.click events and then switched
           | to using browser.evaluate script injection. That's entirely
           | valid for my use case.
        
       | florbo wrote:
       | Game is fun, sure the mechanics aren't like real transfers but
       | this appears to be a quick reflex challenge, not a lesson in
       | astrophysics. The only gripe I have is all the flashes and
       | distractions if I go to fast. I don't want ANY extra visuals when
       | I'm concentrating on rapid shots.
        
         | arcza wrote:
         | Agreed. This totally ruins it for me and by the sound of it
         | many other commenters. Nice game otherwise.
        
       | noisy_boy wrote:
       | Spacebar should launch. I should be able to use arrow keys to
       | speed it up.
        
       | pea wrote:
       | Good fun! Spacebar should launch, r should reset, maybe I'm
       | imagining it, but it's a lot slower and thus easier on my phone
       | than my MBP.
        
       | AFF87 wrote:
       | Maybe having some saves?
        
       | deviation wrote:
       | Paste this bad-boy into your console and watch the real expert
       | play:
       | 
       | (function () { "use strict";                 // -- CONFIG
       | --------------------------------------------------       const
       | AUTO_RESTART = true;       const RESTART_DELAY = 800;   // ms
       | before auto-restart after death       const MUTE_SOUND = true;
       | // silence during autoplay       const SIM_FRAMES = 350;      //
       | max frames to simulate per check       //
       | ------------------------------------------------------------
       | let running = true;       let totalGames = 0;       let botBest =
       | 0;       let scores = [];            if (MUTE_SOUND && typeof snd
       | !== "undefined") snd = false;            function
       | wouldHitTarget() {         if (st !== 1 || !bl || !bl.orb) return
       | false;              var targets = [];         for (var i = cWI +
       | 1; i < Math.min(wl.length, cWI + 3); i++) {           if (wl[i]
       | && !wl[i].caught) targets.push(wl[i]);         }         if
       | (targets.length === 0) return false;              var ta =
       | bl.angle + bl.dir * Math.PI / 2;         var nw = wl[cWI + 1];
       | var spd;         if (nw) {           var ddx = nw.x - bl.x, ddy =
       | nw.y - bl.y;           spd = Math.max(4.5, Math.min(7.5,
       | Math.sqrt(ddx * ddx + ddy * ddy) * 0.038));         } else {
       | spd = 5.5;         }              var x = bl.x, y = bl.y;
       | var vx = Math.cos(ta) * spd;         var vy = Math.sin(ta) * spd;
       | for (var f = 0; f < SIM_FRAMES; f++) {           vy += 0.06;
       | vx *= 0.995;           vy *= 0.995;           x += vx;
       | y += vy;                for (var t = 0; t < targets.length; t++)
       | {             var dx = x - targets[t].x, dy = y - targets[t].y;
       | if (Math.sqrt(dx * dx + dy * dy) < targets[t].radius + 20) {
       | return true;             }           }                if (y >
       | 2500 || x < -400 || x > W + 400) return false;         }
       | return false;       }            function autoRestart() {
       | if (st !== 2) return;         var go =
       | document.getElementById("game-over");         var rp =
       | document.getElementById("revive-popup");         if (go)
       | go.classList.add("hidden");         if (rp)
       | rp.classList.add("hidden");
       | document.getElementById("pause-btn").style.display = "flex";
       | document.getElementById("sound-btn").style.display = "flex";
       | st = 1;         init();       }            function tick() {
       | if (!running) return;              if (st === 0) {
       | handleTap();         } else if (st === 2 && AUTO_RESTART) {
       | totalGames++;           scores.push(sc);           if (sc >
       | botBest) botBest = sc;           console.log(             "Game
       | #" + totalGames +             " | Score: " + sc +             " |
       | Jumps: " + jmp +             " | Combo peak: " + cc +
       | " | Bot best: " + botBest           );
       | setTimeout(autoRestart, RESTART_DELAY);
       | setTimeout(function () { requestAnimationFrame(tick); },
       | RESTART_DELAY + 50);           return;         } else if (st ===
       | 1 && bl && bl.orb) {           if (wouldHitTarget()) {
       | release();           }         }
       | requestAnimationFrame(tick);       }            window.stopBot =
       | function () {         running = false;         console.log("Bot
       | paused. Call startBot() to resume.");       };
       | window.startBot = function () {         if (running) return;
       | running = true;         console.log("Bot resumed.");
       | requestAnimationFrame(tick);       };            window.botStatus
       | = function () {         var avg = scores.length           ?
       | (scores.reduce(function (a, b) { return a + b; }, 0) /
       | scores.length).toFixed(1)           : 0;         console.log(
       | "Games: " + totalGames +           " | Best: " + botBest +
       | " | Avg: " + avg +           " | Running: " + running         );
       | };            console.log("=== STARFLING AUTO-PLAYER ===");
       | console.log("Controls: stopBot() | startBot() | botStatus()");
       | requestAnimationFrame(tick);
       | 
       | })();
        
       | gverrilla wrote:
       | I don't like the game. The sounds. The way movement flows. Also
       | the game loop is slow after I lose or realize I'll lose.
        
       | Kim_Bruning wrote:
       | Hmm, you can't fall back to a previous orbit. Those don't detect
       | your presence
        
       | imglorp wrote:
       | I love it.
       | 
       | But why make apps for it? The web page is perfect as is
        
       | hdjrudni wrote:
       | It's cool but the marketing is deceptive and through me off at
       | first.
       | 
       | You're describing this as "orbital" and "starfling" but there
       | seems to be constant _downwards_ gravity. That 's not at all how
       | space works. I was expecting every 'star' to have its own gravity
       | that would suck it in.
        
       | aidenn0 wrote:
       | My most planets is 14, but my highest score is 25 with 8 planets.
        
       | mark124mj wrote:
       | Fun game! One thing I'd love to see is difficulty modes. An easy
       | mode with some kind of aim guide (maybe a trajectory preview on
       | tap-and-hold?) could help new players get the feel for it, and a
       | hard mode where you control launch speed or angle would add a
       | nice skill ceiling for people chasing high scores.
        
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       (page generated 2026-04-11 23:00 UTC)