Skip to content

Arcade › Asteroid Bridge

Asteroid Bridge

  • 2d
  • arcade
  • space
  • shooter
  • endless
  • sci-fi
0
Remix it Discord

3 plays

How to play

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

Discussion

Nobody has said anything about Asteroid Bridge yet. Play it, then tell Daniel Gray what you would add next.

Make your own game

Asteroid Bridge was built by Daniel Gray 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 Bridge 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 Bridge

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.

Rebuild a fullscreen browser canvas arcade game titled “Asteroid Bridge,” presented as a first-person starship flight-deck defense view. Use a fixed, centered camera looking out into deep space: a very dark navy/black background with a subtle blue radial glow around the center, a dense field of tiny square cyan/blue stars, a dark vignette, and faint angular blue cockpit/window-frame lines entering from the upper corners. Along the bottom, render a dark translucent cockpit console silhouette: a broad trapezoidal bridge rim rising toward the center, outlined with a dim cyan stroke. Keep the visual style sleek sci-fi HUD, neon cyan, cool blue, and occasional amber/red warning accents, with crisp system UI typography, glow, and slight high-contrast saturation.

The player is an unseen ship/auto-turret at the center of the view. Put a transparent circular targeting reticle exactly at screen center, with thin cyan crosshair lines extending beyond the circle horizontally and vertically and a subtle inner glow. The player aims by dragging a mouse/pointer or touch across the canvas; clamp the aim area away from the extreme edges (roughly 6–94% horizontally and 8–82% vertically). Tapping/clicking fires immediately, and pressing Space fires; firing should produce two parallel bright cyan laser beams from positions just left and right of the lower-center ship origin (around screen center x, 52% screen height) to the current aim point, with white-hot cores and cyan glow. The game also has AUTO-FIRE ENABLED: while alive, automatically fire toward the current aim point about every 0.16 seconds, so the player continuously drags to line up targets and can also manually fire. Briefly show the amber message “LASERS FIRING” near the bottom center whenever a shot is fired.

Spawn irregular, faceted gray asteroids from distributed positions around the view, with slight random polygonal shape variation, rotation, rotation speed, and several size classes. They should start relatively small/faint and move forward toward the viewer/central defense zone, scaling up as they approach; use a cool gray body, pale blue-gray glowing outline/halo, and dark crater-like spots. Their projected positions drift subtly outward as they approach, preserving the impression of incoming space rocks. Small rocks take one laser hit, medium rocks take two, and large rocks take three. A laser counts as a hit when its target endpoint is within approximately 1.15 asteroid radii. On impact, briefly tint the asteroid amber and emit a compact burst of amber square particles; on destruction, award points proportional to size (about size times 10), emit cyan particles, and increase the displayed wave to floor(score/1200)+1. Incoming asteroids that reach the ship/central zone or pass the forward limit damage the hull based on their remaining size (approximately ceil(size/18)), then disappear with a red/pink particle burst. Start with 100 hull and end the game at zero; do not add player movement, ship rotation, ammunition, pickups, enemies, or other weapons beyond the asteroid defense and twin lasers.

Make asteroid spawning continuous, with the interval tightening as the wave increases (roughly max(0.18, 0.62 - wave*0.025)), and slightly increase asteroid size/speed with wave. Incoming rocks should be visually distributed across the wide central playfield, including near the left and right edges, while avoiding the HUD as much as possible. Add small cyan square spark particles for impacts and a soft flash/glow for firing and destruction.

Overlay a non-interactive HUD above the canvas. At top left show bold white/cyan branding “ASTEROID BRIDGE” and the subtitle “FLIGHT DECK / SECTOR 07.” At top center show “AUTO-TURRETS ONLINE,” with ONLINE in bright mint green. At top right show three readouts in a row: SCORE with a six-digit zero-padded value starting at 000000, WAVE starting at 01, and HULL starting at 100%. Near the lower left, add a clipped/angular translucent blue-black panel labeled HULL INTEGRITY, with a cyan-to-mint horizontal health bar and text “SHIELDS 82%” plus a dynamic lock status reading “LOCK: NONE” when no asteroids exist or “LOCK: N CONTACTS” where N is the current number of asteroids. At lower right show the controls hint exactly as two/three lines: “DRAG TO AIM”, “SPACE / TAP TO FIRE”, and “AUTO-FIRE ENABLED.” Use responsive layout: compact margins, smaller reticle and panel on narrow screens, and prevent page scrolling while allowing touch dragging.

When hull reaches zero, stop gameplay and overlay a dark translucent screen with centered red/pink “HULL BREACH” and the instruction “Tap or press SPACE to restart.” A tap or Space should reset score to 0, hull to 100, wave to 1, clear asteroids, and resume the continuous spawning/auto-fire loop. Keep the game playable with only pointer/touch aim plus tap/Space firing, and ensure all visible text and the restrained cockpit-space composition match this description.

More free browser games

Browse the whole Arcade →