Launch. Orbit. Survive. Planet Rush is a one-touch arcade game about precision and flow. Slingshot between planets, dodge black holes, grab stars, and keep your combo alive as speed and chaos ramp up. Simple to play, brutal to master. Drift, time, commit. Endless runs, tight controls, instant restarts, and “one more try” energy. How long can you keep the chain alive?
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Maker
📌
Hey 👋🏻
I built Planet Rush because I kept bouncing off mobile arcade games - too many ads, too much noise, not enough feel. I just wanted something simple, tight, and genuinely satisfying to play.
It started as a tiny experiment. From there it became all about feel: timing, momentum, and that split-second decision where you either nail it… or don’t. Most of the work ended up being small tweaks to make it just right.
I've tried to keep everything minimal and let the challenge come from the gameplay itself rather than layers of systems.
Would really love your thoughts on:
- Does it feel fair?
- Does it click quickly?
- Does it keep pulling you back for “one more run”?
Happy to chat about how it’s built too!