SpacePakak
How to play SpacePakak: your first flight through waves and bosses
Choose Launch flight, move with arrows or WASD, and hold Space to fire while the arena has focus. Pointer dragging moves and fires together. Survive ordinary waves until their remaining enemies clear, then defeat the boss every fifth wave. Watch SCORE, WAVE and LIVES; use Resume flight after a pause and Restart after game over. Progress stays only in the current tab.
Launch and establish control
SpacePakak is a side-scrolling shooter built around a continuing flight rather than a level-selection menu. Choose Launch flight to begin at wave 1 with three lives. The console shows SCORE, WAVE, LIVES and FLIGHT STATUS, giving you a way to check progress without relying only on the moving battlefield.
Launching focuses the arena. Move with the arrow keys or WASD and hold Space to keep firing; moving alone does not shoot. Keyboard controls belong to the arena, so if they stop responding, check whether the flight is paused and choose Resume flight. Page controls outside the arena do not act as flight keys.
Use a drag when movement and firing should work together
With a mouse or touch pointer, press inside the running arena and drag to position your ship. An active drag also fires automatically. Release the pointer to stop that firing input. This differs from keyboard play, where movement and Space are separate inputs.
For a first attempt, choose one control method and watch how the ship responds before chasing targets across the screen. The app provides pointer flight, but its README identifies desktop keyboard play as the primary experience and records real-device touch acceptance as pending. There is no separate on-screen directional pad.
Read the threats before choosing a route
Scouts travel straight across the arena. Weavers move up and down as they travel, so their current height does not describe their whole route. Gunners aim projectiles toward your position when they fire. Asteroids are destructible obstacles: they take three laser hits, while ordinary enemy ships take two.
For example, a clear horizontal lane beside a weaver may soon be crossed by its oscillation. A gunner adds another concern because its projectile travels toward where you were when it fired. Look at the moving ship and incoming bullets together before steering into that lane. Destroying an obstacle is an option, but simply touching it does not remove it.
Understand what makes the next wave start
In ordinary waves, new targets can spawn during the first 15 seconds of active play. Advancement requires at least 16 seconds on the wave clock and no remaining enemies. Targets that escape beyond the left boundary are removed, so you do not have to destroy every ordinary target to progress.
If spawning has stopped but the wave number has not changed, look for an enemy or asteroid still crossing the arena. The wave waits for it to be destroyed or leave. Later waves shorten the spawning interval down to a minimum, while ordinary ships also become faster up to their speed cap.
Every fifth wave introduces a boss instead of the ordinary spawning pattern. The boss stays on the right and moves vertically; waiting for it to drift off-screen will not clear the wave. It fires three-projectile spreads aimed around your position. Keep firing while avoiding its shots until it is destroyed. There is no final victory screen or fixed last wave in this progression.
Read your score as survival plus destroyed targets
Active play adds five points per second. Destroying an ordinary ship adds 100 points, an asteroid adds 60, and a boss adds 1,500. A hit that leaves the target alive earns no destruction bonus. For example, destroying two ordinary ships contributes 200 points in addition to the score accumulated while flying.
Use WAVE to track progression and SCORE to track the combined result of survival and kills. They measure different things: letting an ordinary target leave can help clear a wave, but it does not award its destruction points. Boss health also increases with the wave number, so later boss encounters require more hits.
Continue a paused flight or start over deliberately
Press P while the arena has focus or use Pause to stop a running flight. Leaving the arena focus, window or tab also pauses it. Choose Resume flight to continue; the simulation advances only while running. After resuming, hold your movement and firing controls again.
When lives reach zero, the flight ends. Restart creates a new game and launches immediately, returning score to zero, wave to 1 and lives to three. It also clears enemies, shots and upgrades. There are no checkpoints or saved highscores, and reloading loses the flight. Record any score you want to keep before leaving. This guide is AI-assisted ForgeHub editorial, checked against the implementation.
AI-assisted ForgeHub editorial. App capabilities were checked against its implementation; this guide is not an independent review.
Frequently asked questions
Why am I still on the same wave after enemies stop appearing?
An ordinary wave advances only after at least 16 seconds of active play and after every remaining enemy or asteroid has been destroyed or left the arena. A boss wave requires destroying the boss, which remains on the right.
Do I have to hold Space while dragging?
No. An active pointer drag supplies firing input as well as positioning the ship. Releasing the pointer ends that automatic firing input; keyboard flight uses Space separately.
Does an enemy escaping cost a life?
No. The implementation removes ordinary enemies after they pass the left boundary without applying escape damage. Collisions with live enemies and hostile projectiles can cost lives.
Can I continue from my last wave after refreshing?
No. Gameplay exists only in tab memory. Reloading clears progress, and Restart begins a fresh flight at wave 1. Use Pause and Resume flight to continue the current run without reloading.