The crew of your ship are thirsty and it's one of their birthdays or they just want to get drunk or something.
I packaged it up with cocoon.js, released it into the iOS and Play stores and subsequently neglected it. I didn’t renew my Apple developer licence so it’s disappeared from the iOS store and it started crashing on load after an Android update. I never got round to sorting these issues.
I went to ffconf on Friday and it gave me a prang of motivation to make the game available so I picked the project back up yesterday, tidied and improved on it a bit and dumped it up onto an S3 bucket.
I implimented webpack to bundle it all together (no easy feat since Phaser 2.x was not built modularly so it required a bit of Googling and hacking around), added ESlint and Prettier (I’ve been meaning to play with Prettier for some time) and did a bit of minor refactoring and es6+ifying it (read swapping out var for let and const ;)). As the game was originally destined for just mobile devices, I’ve had to also incorporate spacebar triggers to work with click events.
I have another game on the back burner that I started a couple of years ago that I’m intending to pick up. It’s space themed again and the basic premise is shooting alien ships on the opposite side of a cluster of planets using the planets’ gravity to alter the trajectory of your missiles.