Frying Biohazard

TAP TO START

motion controls · touch · mouse · gamepad

📱

ROTATE TO LANDSCAPE

DIST 000000 · LVL 1
PAUSED
ENERGYFULL
SHIELD
000000
SENTINEL · PHASE 1
SOUNDTRACKREADY
0:00 0:00
GAME
GFX
INPUT
CAM
SND
GHOST
GRID
RECAL

MIX

volume
main gun
plasma
bullet hits
enemy death
enemy gun
ambient
engine
music
music duck
HDR / SCENE BALANCECAPABLE DISPLAYS
enabled
profile
quality

SCENE · SDR BASE

exposure
black point
white point
contrast
saturation

EXTENDED HIGHLIGHTS

effect master
fire + jets
blast + cloud
enemy fire

HDR OFF

LOADING PUBLISHED DEFAULTS…

GRID DISPLAY

hue
bright
density

POWERED FLIGHT

cruise speed
max speed
reverse

BELOW-CLOUD GLIDE

dive acceleration
climb speed loss
level-flight drag
maneuver speed loss
roll airbrake
control authority
maneuver damping
stall speed
flap recovery lift

MOMENTUM & IMPACTS

plasma speed loss
plasma pushback
minimum ram speed
ram speed loss
enemy collision loss
enemy bullet loss
terrain collision loss

ACTORS

ship global x
enemy global x
wyrm global x
enemy HP x
GLOBAL x multiplies Actor values. Wyrm length is authored in the Actor Editor.
spawn rate
chaser speed
head-on speed

DIAGNOSTICS

performance HUD
SCORE / PROGRESSIONCANARY AUTHORING

ENEMY POINTS

Gnat
Beetle
Hornet
Heavy
Wyrm section
Wyrm head chain

KILL CHAIN

Multiplier cap
Gain per kill
Opening window
Minimum window
Window half-life
Rescue fade

COMBAT TEXT

Total size
Score size
Multiplier size
Flash time
Fade rise

MILESTONE DROPS

Points per drop
+1 health weight
Drone weight
Gun weight
Plasma charge weight
Full health weight
Shield weight
1UP weight
Shield seconds
GUN UPGRADE CURVE
Stage 1 rate
Stage 2 rate
Stage 3 rate
Stage 1 damage ×
Stage 2 damage ×
Stage 3 damage ×
SAVE stores this balance for this build. Refresh discards an unsaved preview.
Live gunship weapon and linked MAIN GUN FIRE effect values.

PROJECTILE

Fire rate (RPM)
Projectile speed
Projectile scale
Damage per shot
Full-cell fire time
Recharge time above clouds

MANUAL DRONE

Opposes local grid input; throttle never steers it. Each stage keeps one-damage rounds but adds cadence and coverage.
Stage 1 volleys / sec
Stage 2 volleys / sec
Stage 3 volleys / sec
Stage 1 volley width ×
Stage 2 volley width ×
Stage 3 volley width ×
Micro-input gain
Placement response
Input deadzone

SHOT & SCREEN MUZZLE ART

Projectile head size
Projectile intensity
Screen muzzle size
Screen muzzle intensity

MUZZLE PLASMA FLUID

Droplets per shot
Droplet size
Visible time
Glow intensity
Launch impulse
Downward impulse
ADVANCED MOTION
Launch spread
Gravity
Air drag

AUTOCANNON TRAIL

Trail length
Trail width
Trail intensity
HDR trail halo
Trail fade
Atmospheric drag
Lifetime (seconds)
Drag delay (seconds)

SHOT RECOIL

Recoil ramp delay
Kick duration (frames)
First-shot kick
Maximum kick

EMPTY ENERGY RESPONSE

Camera shake
Shake fade (seconds)
General render cost and scene visibility. Motion blur is the largest layer cost.

DISPLAY

Target frame rate
Scene brightness
Foreground fly-bys
Local impact light

MOTION BLUR

Blur amount
Blur sample quality

FRAMING

horizon lock
dynamic camera
flight lead
speed zoom
camera response
horizon follow
field of view

GUNFIRE / EMPTY CELL

PLASMA CAMERA

AFTERBURNER CAMERA

SHAKE TESTS

INPUT ROUTINGSIMULATION PAUSED
pitch +0.00 yaw +0.00 roll +0.00 x +0.00 y +0.00 throttle +0.00
Assign any phone axis to each function. Curve 1 is linear; higher values soften the center. Response controls how quickly the command catches your hand.

SHIP HORIZONTAL · GRID ONLY

axis
invert
sensitivity
curve
response

SHIP VERTICAL · GRID ONLY

axis
invert
sensitivity
curve
response

WORLD THROTTLE · SCENE SCROLL

axis
invert
sensitivity
curve
response
cruise speed
forward max
reverse max

SENSOR RANGE + GRID MOTION

auto recal
When enabled, waits 2.5 seconds while held still near neutral, then gently removes drift. Use RECAL for a new grip.
deadzone
pitch range °
yaw range °
roll range °
yaw hold
ship accel
ship speed