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🦈 DEEP CURRENT A Subterranean Combat Engine built for Campfire Seattle 2026..

A lightweight, 2D Top-Down Competitive Arena (MOBA) built from the ground up.

Engine & Rendering: Powered by Vanilla JavaScript and HTML5 Canvas, featuring a high-performance frame-by-frame rendering loop.oop.

Players select unique hero roles to battle minions, jungle monsters, and enemy champions to gain experience and gold, aiming to eventually destroy the enemy's Main Core for victory.

Controls:

  1. Movement & Utilitylity

W / A / S / D: Move the hero across the map.

B: Recall to base. Requires a 3-second channel; moving or taking damage cancels the effect.

  1. Combat & Skillsills

K: Basic Attack (make sure enemies are in your attack range). Automatically targets the nearest enemy (Hero > Minion > Monster).ster).

J: Focus Tower. Forces the hero to target the enemy defensive structure when in range.

I: Dash / Mobility Skill. A quick burst of movement in the current direction.

L: Ultimate Ability. Unleashes a powerful, high-cooldown signature move.

  1. Strategy & UI; UI

P (or Click in base range): Toggle the In-Game Shop to purchase upgrades.

Tab (Hold): View the Scoreboard (K/D/A, Level, Total Gold).

🕹️ LIVE DEMO: PLAY IN BROWSER [https://666dhhh.github.io/MOBA-GAME---Beneath-The-Surface/]

Best experienced on Chrome/Edge. Use a keyboard to hunt.

The Concept: "Beneath the Surface" Most games treat the ground as a static texture. In Deep-Sea Rupture, the ground is a fragile veil..

You play as a predator in a shark cowl, but you aren't just a guy in a costume—you're an abyssal force. We took the theme "Beneath the Surface" and baked it into the core combat loop: your power doesn't come from the air or the sky; it erupts from the tectonic pressure below.

Key Features

🌋 Sub-Surface Eruption (The Ultimate): Forget standard projectiles. The Abyssal Breach (L key) triggers a screen-shaking displacement effect. We developed a custom beneathSurface rendering logic that fractures the map's coordinate system, simulating a predator breaching from the dark depths. It’s not just an attack; it’s a geological event..

🌑 Atmospheric Pressure (Fog of War): We ditched the standard "black overlay" for a radial-gradient vision system. It mimics the claustrophobic feeling of deep-sea diving. If you can't see them, they're probably already under you..

🧠 Predatory "Kite-and-Kill" AI: The bots aren't punching bags. They run a dynamic distance-evaluation script that makes them "shiver" and retreat like panicked prey when low on health, or dash in for a frame-perfect execution if they smell blood..

Technical Specs: Vanilla JS + Canvas API: Zero frameworks. No React, no Three.js. Just raw, high-performance DOM manipulation and a 60FPS render loop..

Layered VFX Pipeline: A custom stack to handle real-time screen shake, particle physics, and alpha-blended light gradients without dropping frames.

Modular Shop System: A base-proximity-checked inventory that handles stat scaling (ATK/HP) on the fly.

🚀 Developer's Note: The goal was to make the player feel the "weight" of the abyss. Every time the ground cracks or a dash leaves a trail of bubbles, it's a reminder that you're the one thing that doesn't belong on the surface..

About

This game is designed for Campfire Seattle.

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