One link. Any screen.
The same build runs on a laptop with a mouse, a tablet, and a phone held sideways with two thumbs. Every clip on this page is the real game, recorded frame by frame.
Desktop 1440 × 900 · Tablet 1180 × 820 · Phone 844 × 390 · captured frame by frame from the live build
iOS Safari can't lock orientation, so on an upright phone the game rotates its own surface, and keeps one WebGL context instead of rebuilding it on every turn.
The thumb stick is written on Pointer Events, with no library. It re-centres wherever the thumb lands, so there is no fixed spot to find.
Portrait and landscape get their own field of view, so the jet and the threat in front of it stay framed on every screen.
The wings are the throttle.
Throttle up and the wings sweep back: fast, a narrow aim cone, wide turns. Throttle down and they spread: slow, a wide cone, tight turns. One control, a real trade.
I tested a free-roam arena against an After Burner-style corridor on 19 August. Free-roam won, and the corridor mode went in the bin.
Every mesh is mine to ship.
The first F-14 was a download under CC BY-NC-SA. NonCommercial blocks any sale and ShareAlike would claim the whole game, so I deleted it on 24 August. A Blender script now generates the jet from the real aircraft's published dimensions.
The Cobra fleet is built in code. The Night Raven's hull is traced from a CC BY model and credited.
Three acts, three checkpoints.
Dying rewinds to the top of the current act, and the score rewinds with it, so a death never farms an easy opening.
Act 1Scramble
A catapult launch, then Firebats and F.A.N.G.s over the carrier.
Act 2Pressure
Rattlers arrive, and they shoot back.
Act 3Night Raven
Break the one-break shield and the recon drone launches. Both aircraft have to go down.
Firebat
The first thing you shoot. Built in code like everything else, and it breaks into chunks when it dies.
Break the Night Raven.
Act 3 is one aircraft: a one-break shield, a recon drone on its back, a burner run and an enraged phase. Break the shield and the drone launches, on the same 1.3-second beat you see here.
In the game every enemy breaks along its own parts when it dies. Explode it here and it comes apart one level finer, on the game's own debris physics, slowed down so you can follow the pieces.
From cel shading to a lit scene.
The prototype was flat toon colour under one light. The default is now lit: an HDRI probe, ACES tone mapping and sun shadows. The cel look stays behind a switch, as the cheap path and the fallback.
CelLit
What comes next.
- More players, more feedback.More than 20 people have flown it. The next round goes wider, and watches where new pilots get lost.
- Voices on the radio.The radio runs on text and portrait cards. Next, AI audio gives the crew voices close to the cartoon's.
- The super weapon.YO JOE STRIKE is designed and scoped. It goes in next.
Thirty-six days, 210 commits, more than 20 playtesters, one designer directing Claude Code.
SKY★STRIKER is an unofficial fan prototype. G.I. Joe and the Skystriker are Hasbro properties. It is not affiliated with Hasbro, not for sale, and appears here as a design and build sample.