CORE STRIKER: 0.00 mm is a fast-paced 2D kinetic arena game combining the tactile spatial tactics of crokinole, curling, and pub shuffleboard with modern vector arena combat.

Stationed around a circular ice perimeter, you draw back a precision slingshot to launch weighted kinetic strikers toward a pinpoint central spindle. There is no RNG, no artificial curving, and zero rotational spin—every ricochet is deterministic, governed strictly by linear momentum, friction, and elastic collision geometry.

Key Features

  • Authentic Kinetic Vector Physics: Pucks slide on a micro-friction surface ($\mu = 0.992$) without vortex curving or magnetic pulls.
  • Tactile Deflection Mechanics: Bank shots off dynamic sleeved brass pegs ($e = 0.85$) or slingshot off rubber perimeter bumpers ($e = 1.15$).
  • Sub-Millimeter Proximity Scoring: Every millimeter counts. Measure straight-line Euclidean distance to the dead-center pin at [0.000, 0.000].
  • Ring-Out & Knockout Bounties: Smash opponent pucks across the outer boundary hazard to permanently eject them and claim a -25.00 mm distance score deduction.
  • Procedural Web Audio Engine: Zero external audio files. Every transient sleeve snap, metallic post vibration, and soundboard bloom is procedurally synthesized in real time via the Web Audio API.
  • Lightweight & Cross-Platform: Engineered as a single-file canvas application with zero external framework dependencies. Plays smoothly across desktop and mobile devices.

Game Modes & Match Formats

  • Closest to Pin (Standard): Classic shuffleboard scoring across single-best, player-average, or team-aggregate distances.
  • King of the Hill (KOTH): Maintain proximity inside the central capture radius to accumulate points per second.
  • Most Hits: A high-speed challenge to register direct bullseye impacts on the center pin before the clock expires.
  • Turn-Based Tactical Duels: Structured 4-player team matches (Crimson vs. Cobalt) with alternating turns, roulette starter selection, and impact holds.
  • Simultaneous Barrage: Real-time matches supporting up to 30 players launching volleys onto the same deck

One Rule that I forgot to explain in the game was when in turn based matches you must hit an opponents puck(if there is one on the field) before your piece comes to rest.  I will be reading all feedback and implementing changes when time permits.  

Updated 8 days ago
Published 18 days ago
StatusPrototype
PlatformsHTML5
AuthorInternet881
GenreSports
Tags2D, Arcade, browser, crokinole, html5, Multiplayer, Physics, procedural-audio, shuffleboard
Average sessionA few seconds
LanguagesEnglish
InputsKeyboard, Mouse, Touchscreen
AccessibilityHigh-contrast
MultiplayerServer-based networked multiplayer
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

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