Space Invaders is a fast arcade shooter where you clear waves of descending enemies while managing limited lives and chasing a higher score. Many players enjoy the feel of a classic arcade shooter as levels speed up and the field grows busier.
You choose a difficulty, then move, aim, and fire to carve lanes through the formation. Your score climbs as enemies disappear, and the next wave arrives once the current grid is cleared. You can pause anytime to catch your breath and resume when ready.
Controls are simple so attention can stay on timing and position. The keyboard gives predictable movement and the mouse offers fine aim, so switching between them can help in tight moments. The best runs come from patient positioning rather than constant firing.
A typical round starts easy and becomes busier as rows increase, so it pays to watch the edges and plan exits before the grid steps down. If the formation drops past your ship’s row you lose a life, and the round ends when lives are gone.
For consistent results, pick one difficulty and practice short bursts, use fullscreen for clarity, and pause if you need to reset focus.
The experience tracks three quantities that define progress and pressure: score in points, lives as a count, and level as the current wave. Pressure rises when the grid steps down toward the ship and when horizontal speed increases between levels.
Each defeated invader adds points to the score, and clearing the grid advances the level while nudging enemy speed upward. Lives define your margin for error, so the main decision is how aggressively to thin the front row without letting the sides wrap you in.
Difficulty changes the baseline pace. Easy favors learning, Normal balances pace and control, and Hard demands quicker choices from the first moments. Results vary with timing and aim, not chance, so repeat runs on the same difficulty are comparable.
The playfield is a fixed world with left, right, top, and bottom bounds; the grid moves horizontally and steps down when it touches a side. Collisions use axis‑aligned checks on object bounds, and identical inputs produce the same outcomes aside from cosmetic randomness in shapes and colors.
Symbol | Meaning | Unit/Datatype | Source |
---|---|---|---|
vₓ(L) | Invader horizontal speed at level L | world units per frame | Derived |
v₀ | Baseline horizontal speed from difficulty | world units per frame | Input |
rows(L) | Row count in the current wave | integer | Derived |
kills | Invaders eliminated in the wave or run | integer | Derived |
Worked example
On Normal at level 3 you face five rows and earn 10 points per defeat; clearing all 35 yields 350 points.
Difficulty | Bullet speed (units/frame) | Baseline invader speed (v₀) | Speed increment per level |
---|---|---|---|
Easy | 0.10 | 0.008 | +0.002 |
Normal | 0.12 | 0.010 | +0.002 |
Hard | 0.15 | 0.020 | +0.002 |
Parameter | Meaning | Unit/Datatype | Value | Notes |
---|---|---|---|---|
Lives | Starting life count | integer | 3 | Shown as hearts in the HUD. |
Score per invader | Points for each defeat | integer | 10 | Accumulates across levels. |
Columns | Invaders per row | integer | 7 | Constant across levels. |
Rows | Grid height | integer | L + 2 | One extra row each level. |
Vertical step | Downward move on wall hit | world units | 0.12 | Triggers when the grid touches a side. |
Bounds | Playfield limits (left, right, top, bottom) | world units | −5, 5, 5, −5 | Ship and grid are clamped to this area. |
Shoot cooldown | Minimum frames between shots | frames | 12 | Clicking faster does not increase fire rate. |
Privacy & compliance — Processing is browser‑based with no server calls or account storage. Gameplay has no monetary value.
Space Invaders aims to clear each wave while preserving lives and building score.
Example — On Normal, clear five rows at level 3; a full wave of 35 defeats yields 350 points.
No. The game runs locally and does not save accounts, scores, or personal information.
No server communication or persistence.Hits are based on axis‑aligned bounds. It favors clarity and speed, so edge cases may feel generous or strict.
Consistent within a run and across devices.Speeds are in world units per frame. Frame pacing is managed by the display refresh cycle.
Numbers are comparable within the same device.Yes, once assets are loaded, gameplay works without a network connection.
Reloading may require cached assets.It sets baseline enemy speed and bullet speed. Each new level still increases enemy speed by a fixed amount.
Wave height also increases by one row per level.Press F or use the fullscreen button in the corner. Press F again or Esc to exit.
Some browsers require a user gesture.No. The challenge is the descending formation and its lateral pressure.
Speed increases across levels.A short cooldown limits shots. Wait a moment before firing again.
The cooldown is measured in frames.