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Rocket Game 42 / Design

Rocket Game 42: Design

Visual and Interaction Design — Source Review

Presentation

The modern game uses a fixed internal 550 × 400 SVG viewBox scaled into the available viewport. source/game/assets.js contains recovered vector artwork; runtime.js builds an SVG scene graph and applies transformations and effects. The browser page uses a dark full-screen backdrop and an overlaid high-score/start menu.

Player interaction

The interface instructs players to move the mouse to steer, hold left click to fire the laser, and right click to release seeker missiles. The main menu explains blue/green/red asteroid effects. The high-score screen accepts a name (up to 16 characters) and displays the top ten.

Feedback

The code provides score/life/power indicators, glow and explosion effects, sound hooks, score rankings, and state-specific menu copy. These are code-observed elements, not claims about polish or successful playback.

Accessibility and responsive questions

The HTML has labels, semantic table markup, status announcements, focus management, and a named SVG stage. However, playable keyboard/controller equivalents, mobile touch controls, contrast, reduced-motion support, and screen-reader usability were not confirmed. The existing desktop-oriented mouse scheme should not be advertised as accessible across all input methods.

Portfolio presentation material to verify

Capture before/after views of the original Flash and current SVG scene; document reconstructed vector art, timings and effects; acquire Babuni.dev approval before presenting those artifacts as evidence of a particular design decision or historical milestone.

Document information

Evidence level: Source-inspected; not visually or interactively tested.

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