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Asteroid Bastion

  • 2d
  • arcade
  • tower-defense
  • space
  • shooter
  • endless
  • sci-fi
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Asteroid Bastion yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Asteroid Bastion was built by Oleg Sidorkin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Asteroid Bastion opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Asteroid Bastion

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 2D canvas arcade defense game titled “Asteroid Bastion.” Use a full-screen, non-scrolling canvas with a deep navy/black space background: subtle radial blue glow near the upper center, many small drifting/twinkling white stars, and faint cyan horizontal grid lines. Render the game in a neon sci-fi HUD style using cyan outlines/glows, dark translucent panels, Orbitron-like display typography, and bright red/orange/cyan projectiles and effects.

Gameplay view and objective:
- Reserve a left-side HUD panel, a top boss HUD, and a bottom action bar; the playable arena occupies the large central/right area.
- Place a fixed Bastion turret near the bottom center-right of the arena. It is a small blue-gray semicircular base with a glowing cyan outline and a long white/cyan cannon with a yellow muzzle. Show a translucent circular shield/range aura around it and a dashed aiming guide from the turret to the pointer.
- The goal is to protect the Bastion shield, destroy descending asteroids and side-entering raider drones, intercept hostile plasma bolts, and deplete the Omega Asteroid boss bar. If the shield reaches zero, show a game-over message and allow restart with R. If the boss reaches the bottom of the arena, also end the run.

Enemies and rendering:
- Start with a large Omega Asteroid boss near the top/upper-middle, descending slowly. It should be an irregular, heavily cracked brown/orange rocky polygon with a glowing orange ring and a large radius. Its HP starts at 6000 on wave 1 and scales by 1.45 per wave. The top HUD should show “OMEGA ASTEROID,” a wide HP bar with a red-to-orange-to-pale-yellow gradient, and a percentage readout starting at 100%.
- Continuously maintain a swarm of smaller irregular rotating asteroids, spawning above the arena and drifting downward with some horizontal motion and edge bouncing. Give each a colored rocky gradient, dark cracks, and a small orange health bar beneath it. Their HP scales with size and wave.
- At timed intervals, spawn enemy attack waves of angular glowing raider drones from the left or right edges. Drones are red or purple pointed diamond/wing shapes with a pale center, small health bars, bobbing movement, and side-to-side motion. Raiders periodically fire bright red plasma bolts aimed at the Bastion. Plasma bolts are glowing red/pink orbs with a halo and can be destroyed by player fire; if a raider reaches the base area or a plasma bolt reaches the turret, reduce the shield by damage.
- Show explosions, sparks, glowing particles, floating damage numbers, brief screen shake, laser flashes, and “INTERCEPT” text when hostile bolts are destroyed. Use bright cyan for laser/intercept effects, orange for missiles/asteroid damage, pink/red for raiders and incoming damage, and yellow for critical hits.

Weapons and input:
- The turret automatically fires homing missiles approximately every 0.55 seconds and a laser approximately every 0.16 seconds. Automatic targeting should intelligently choose among the boss, asteroids, raiders, and hostile plasma, prioritizing imminent threats such as bolts close to impact, raiders about to shoot, wounded enemies, and asteroids close to the base. Missiles are small white-and-orange rockets with trails and turn toward their current target. Lasers are short-lived bright beams from the turret to the selected target.
- Moving or dragging the pointer/touch aims the cannon; while the pointer is held, automatic targeting should bias toward the pointer. Clicking/tapping fires a precision rail shot toward the aim point, shown as a thick golden beam. It damages the closest target near the clicked point and has a short cooldown. Pointer/touch input must also be able to collect bonus pickups.
- Provide keyboard shortcuts 1, 2, and 3 for the three active abilities, and 4, 5, 6, and 7 to switch tactical AI modes. Make the game playable with pointer/touch and buttons as well as keyboard shortcuts.

Progression and economy:
- Track wave, kills, credits, DPS, missile level, laser level, fire rate, crit chance, and damage multiplier. Begin with wave 1, 0 kills, 70 credits, missile level 1, laser level 1, 8% crit chance, 1.00x damage, and full 100% shield.
- Destroyed raiders award credits and can drop a glowing circular weapon bonus pickup, with a guaranteed pickup periodically (for example every 12 kills) and a chance otherwise. Pickups float, pulse, show an icon and “TAP,” have a visible expiring ring/timer, and vanish after about 16 seconds. Clicking one installs one of: Missile Core (+1 missile level), Laser Lens (+1 laser level), Auto Loader (+8% fire-rate bonus), Crit Prism (+3% crit chance up to the cap), or Damage Amp (+8% global damage multiplier), and awards bonus credits.
- Destroying the boss advances the wave, restores some shield, briefly delays the next boss spawn, and announces the next wave. Continue spawning a stronger Omega Asteroid and stronger threats.
- Critical hits multiply damage and display larger yellow damage text with an exclamation mark. Maintain a rolling DPS value based on recent damage.

Tactical AI and abilities:
- Include four selectable AI modes in the left panel: Balanced, Defense, Boss Rush, and Eco Farm. Balanced uses normal threat scoring; Defense aggressively intercepts plasma, protects the shield, and activates control abilities early; Boss Rush focuses on Omega and only handles urgent lethal threats; Eco Farm prioritizes weak raiders/asteroids for credit farming and conserves cooldowns. Show the current AI mode in the HUD and highlight the selected mode button.
- Ability 1, Disruption Field: activate for about 5.5 seconds, visibly draw several wavering cyan horizontal energy fields across the arena, and slow asteroids, raiders, and hostile pressure to about 42% speed. Cooldown about 18 seconds.
- Ability 2, Missile Barrage: activate a burst of 14 homing missiles launched in quick succession. Cooldown about 12 seconds.
- Ability 3, Overclock: temporarily double automatic firing speed for about 6 seconds. Cooldown about 20 seconds.
- The idle tactical AI may automatically fire rail intercepts and trigger abilities when threat pressure is high, while the player can also trigger them manually. Show ability cooldowns as Ready, active, or remaining seconds.

HUD/layout:
- Left translucent bordered panel titled “BASTION CORE.” List DPS, Missile Lv, Laser Lv, Fire Rate, Crit Chance, Dmg Multi, Credits, and Wave. Add compact four-button AI mode selector labeled BAL, DEF, BOSS, ECO, a bright cyan “Skill Tree” button, and instructional text such as “Move / drag to aim. Click for precision rail shots. Keys 1-3 trigger abilities.”
- Across the top/right, show the Omega Asteroid label, percentage, long gradient boss HP bar, and a bordered KILLS counter such as “KILLS x0.” Beneath it show a shield card with SHIELD percentage and a gradient shield bar, a RAID timer that can change to INBOUND, and the current AI mode.
- Put a horizontally scrollable bottom-center action bar in a dark translucent bordered container. Include three upgrade cards: “Missile+” with rocket icon and a credit cost beginning at 40¢, “Laser+” with glowing icon and 50¢, and “Crit+” with star icon and 65¢. Clicking them spends credits and increases the corresponding stat. Include three ability cards labeled “① Disruption Field,” “② Missile Barrage,” and “③ Overclock,” each showing its cooldown/Ready state.
- The Skill Tree opens as a centered modal overlay titled “Permanent Skill Tree,” explaining that credits buy run-persistent upgrades. Provide four purchasable nodes: Core Reactor (+15% all damage, 120¢), Targeting AI (+5% crit chance, 110¢), Auto Loader (+18% fire rate, 130¢), and Salvage Drones (+30% credits, 150¢). Mark purchased nodes visually and provide a close X.
- Display brief centered combat messages such as “Wave 1 — auto-fire engaged. Aim with pointer, use 1-3 abilities,” “Enemy attack wave inbound — intercept the raiders,” “Missile Barrage launched,” and “The raiders broke the Bastion shield — press R to restart.” Add a flashing “⚠ ENEMY RAID INBOUND ⚠” warning during the raid warning period.

Keep the visual composition and interaction readable on desktop and touch screens: fixed left panel, broad arena to its right, top bars, bottom controls, dark space backdrop, crisp cyan borders, and strong neon glows. Do not use 3D perspective; this is a 2D top-down/side-on canvas defense game with objects moving mostly downward toward the bottom turret.

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