
The game takes place in a rectangular arena where two players, one red and one blue, compete. The objective is to score points by shooting projectiles at targets that randomly appear on the field. Each player’s score is displayed at the top of the screen, and a timer counts down the match duration. The player with the highest score at the end of the round wins.
The core gameplay revolves around aiming and shooting projectiles at moving or static targets. Precision and timing directly impact scoring and match outcomes.
Player movement is controlled through an intuitive on-screen joystick. This allows smooth navigation, quick dodging, and strategic positioning during gameplay.
The player controls a red character competing against at least one AI-controlled blue character. The AI actively targets objectives, creating a competitive and engaging match.
Scores are displayed in the top corners of the screen and increase when targets are hit. Different targets reward varied points such as +25 or +50, encouraging risk-reward decisions.
A countdown timer is shown at the top-center of the screen to indicate remaining match time. The match ends automatically when the timer reaches zero.
Special events like a ‘Star Burst’ power-up can be triggered during gameplay. These effects clear multiple targets at once and grant bonus points.
Multiple target types appear throughout the match, each with unique point values. This adds variety and keeps gameplay fast-paced and rewarding.
Hit effects, score pop-ups, and burst animations provide instant feedback. These visuals enhance clarity, excitement, and player satisfaction.
Arrowverse is a timed arena shooter — every shot, score pop-up and AI decision has to land inside a strict match countdown. Hit registration must feel instant, and the blue AI opponent has to compete convincingly for the same targets without eating the frame budget on low-end phones.
Projectiles and hit VFX are pooled and batched so rapid fire never allocates mid-round. The AI opponent runs on staggered decision ticks tuned to target +25/+50 objectives competitively rather than perfectly. Star Burst clears resolve as a single batched event instead of per-target explosions, and CI/CD produces signed Unity builds for Android and iOS on every merge.
Aim-and-shoot rounds that feel instant, an AI rival that reads as competitive rather than scripted, and stable frame pacing straight through Star Burst chaos to the final buzzer.
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