Hit Master Rush opens on a stacked logo and one PLAY button, then hands you a TUTORIAL screen with four cards: shoot with the left mouse button, W to jump, S to slide, and the Spacebar for slow-motion. Behind the stage sit a 20-point health bar and a score that is written as a distance.
LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.
ShelfAction
Start screen and tutorial
A title card, then four tutorial cards
The title screen shows the stacked logo HIT MASTERS RUSH above a single blue PLAY button, and it carries no score, clock or counter of any kind. Pressing PLAY does not drop you into a stage: it opens a TUTORIAL screen whose four cards pair one pose of the character with one instruction.
Observed 2026-10-04 in Chrome at 1280×800: pressing PLAY opens the TUTORIAL screen, whose four cards name the mouse, W, S and Spacebar controls.
The four cards, word for word
The cards read PRESS LEFT MOUSE BUTTON TO SHOOT, PRESS W TO JUMP, PRESS S TO SLIDING and PRESS SPACEBAR KEY TO USE SLOWMOTION, with a mouse icon, W, S and Spacebar printed under them. Those same four lines exist inside the build as its own text objects, so the tutorial is the control list rather than a hint that scrolls past.
The build also carries a touch set for a mobile frame: TOUCH SCREEN TO SHOOT, TOUCH THE BUTTON TO JUMP, TOUCH THE BUTTON TO SLIDING and TOUCH THE BUTTON TO SLOWMOTION.
The labels around a stage
Score in metres, health at 20
Five fixed labels sit around a stage: SCORE and HIGHSCORE while you play, RESULT once the stage ends, and SHOP plus OPTION on the menu side. The score is drawn as a distance, because the build appends the letter M to the running total and feeds that total from a variable named mileage, which is reset to 0 for a run.
Twenty points of health
A run is tracked with a health bar rather than a hit count. The build initialises hpMax to 20 and hp to 0, then tweens the bar from that pair as damage lands. Gold starts at 0 as well, and it is spent in two separate shops: L_ShopChar for characters and L_ShopGold for coin packs.
The stage art adds eleven design layouts, L_Design together with L_Design1 through L_Design10, and three enemy sprite sheets named enemysheet1, enemysheet2 and enemysheet3 beside a single player sheet.
Slow-motion, platforms and firing rate
What one stage is assembled from
Shooting is drawn in three angles: the build holds shoot_up, shoot_mid and shoot_down animation sets, and the events that fire them run from ShootUp1 through ShootDown3. Slow-motion is a resource rather than a free switch, with its own bar event named Game Set Bar Slowmotion and a SlowmotionActived flag in the global set.
Platforms are generated, not fixed
The ground is built while the stage runs. CreatePlatform and CreatePlatformInit place new platforms, and xLastPlatform and yLastPlatform remember where the previous piece ended so the next one connects to it.
Enemies fire bullets of their own, and turrets are a separate object with their own hit, shoot and explode sounds. The repeat rate is short: one branch of the build sets the shooting delay to 0.15, another to 0.12, and the Shoot animation is given a duration of 0.4.
Hit Masters Rush FAQ
Controls, health and the score readout
These answers stay with what the tutorial cards state and what the build initialises: four named controls, a 20-point health bar, and a score written as a distance.
What are the controls in Hit Master Rush?
Shoot with the left mouse button, jump with W, slide with S and slow the action down with the Spacebar. The TUTORIAL screen states each of those on its own card, above a mouse icon, W, S and Spacebar.
What does PLAY open?
A TUTORIAL screen with four cards rather than a live stage. The cards read PRESS LEFT MOUSE BUTTON TO SHOOT, PRESS W TO JUMP, PRESS S TO SLIDING and PRESS SPACEBAR KEY TO USE SLOWMOTION.
How is the score shown during a stage?
Under a SCORE label, and the number is written as a distance: the build appends the letter M to a running total taken from a variable named mileage, which restarts at 0 for a run.
How much health does a run have?
20 points. The build initialises hpMax to 20 and hp to 0, and tweens the bar from that pair as damage arrives. Gold starts at 0 in the same set.
Is there a touch version of the four controls?
Yes. The same build holds TOUCH SCREEN TO SHOOT, TOUCH THE BUTTON TO JUMP, TOUCH THE BUTTON TO SLIDING and TOUCH THE BUTTON TO SLOWMOTION for a mobile frame.
What sits behind the stage artwork?
Eleven design layouts named L_Design and L_Design1 through L_Design10, plus three enemy sheets (enemysheet1, enemysheet2, enemysheet3) and one player sheet.