Arcade › Asteroid Dodge
this game is a game where you have to doge rocks! good luck!
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lyrik Gaitin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asteroid Dodge yet. Play it, then tell Lyrik Gaitin what you would add next.
Asteroid Dodge was built by Lyrik Gaitin 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 Dodge 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.
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 3D endless arcade game titled “Asteroid Dodge.” Use Three.js or an equivalent real-time 3D engine. The scene is a dark deep-space corridor viewed from a slightly elevated third-person camera behind and above the player ship: the camera is at approximately (0, 3.8, 14) looking toward the path ahead around z=-24. Use a nearly black navy background (#050817) with subtle fog extending into the distance and a field of small pale blue-white stars stretching ahead; stars should drift toward the camera to suggest forward motion. The player controls a small futuristic cyan-blue spacecraft positioned near the bottom center of the view. Model it from simple geometric parts: an elongated pointed/conical body facing forward, a dark blue cockpit, two short side wings, and two bright cyan engine elements at the rear. Give it a metallic/emissive blue appearance. The ship occupies one of five fixed horizontal lanes at x positions approximately -3.2, -1.6, 0, 1.6, and 3.2, while maintaining roughly the same forward z position. It should smoothly slide toward the selected lane and tilt slightly while moving. The player’s goal is to survive as long as possible by changing lanes to avoid incoming meteors; there is no shooting or attack mechanic. At the start, show a full-screen translucent dark overlay and centered rounded rectangular panel with a thin blue-gray border and soft shadow. The panel contains the large uppercase heading “ASTEROID DODGE,” explanatory text “Pilot through the meteor storm. Dodge the rocks and survive as long as you can.”, a “PILOT NAME” label, a centered text field with placeholder “STAR PILOT” and a maximum of 12 characters, and a bright cyan rounded “LAUNCH” button. Below it show a “GALAXY LEADERBOARD” with ranked name-and-distance rows. Include starter entries ORION 420m, COMET 315m, NOVA 240m, and PULSE 180m, and save locally entered scores after a run so the top five can be displayed on that device. Include the small note that scores are saved on this device and a shared global board requires an online server. Once launched, hide the overlay and continuously move the starfield and obstacles toward the player. Spawn meteors ahead around z=-52, at random among the five lanes and with a random vertical position. Meteors should be irregular rocky objects with a gray-brown, rough, faceted appearance; use a loaded meteor asset when available or a faceted icosahedron-like rock fallback. Most rocks are small, but some are noticeably giant: standard rocks have roughly 0.9–1.45 scale and collision radius around 1.05, while about 38% are giant with roughly 2.2–3.0 scale and collision radius around 1.9. Give them slowly varying rotation as they approach. Move all obstacles toward the camera at the current forward speed, remove them once they pass the player, and end the run when the ship and a meteor overlap based on a 3D distance collision check. The run starts at distance 0 and speed 13, with distance increasing continuously in meters. Gradually increase speed according to distance, capped at 25, so the challenge becomes harder; spawn intervals begin around 1.05 seconds and shorten with distance but never go below about 0.46 seconds. Every 180 meters, spawn a boss meteor: make it substantially larger, around 3.6–4.3 scale with collision radius about 3.1, tint it dark red/crimson, add a bright red warning ring around it, and schedule the next boss another 180 meters later. A collision immediately ends the game. On game over, show the overlay again with title “SHIP LOST,” text in the form “You flew [distance] meters. Dodge the next storm and beat your distance.” and a “RETRY” button; save the entered pilot name and final distance to the local leaderboard. Keep a fixed HUD visible during play: at the top-left display “DISTANCE 0” initially and update it to the integer current distance, styled in bold pale blue-white text. At the top-right show the hint “A/D or ◀ ▶ to dodge.” Provide bottom-center translucent blue mobile buttons labeled with left and right triangle arrows. Keyboard A or Left Arrow moves one lane left; D or Right Arrow moves one lane right; clamp movement at the outer lanes. Space should launch/restart when the overlay is visible. Also support touch/pointer input through the two buttons and horizontal swipes on the canvas, where a sufficiently large swipe moves one lane in the corresponding direction. Prevent page scrolling for these controls. Use responsive full-window rendering, resize the perspective camera and renderer with the viewport, hide overflow, and preserve the polished visual style: dark navy space, subtle fog, glowing cyan ship engines and controls, cool blue HUD typography, and a clean arcade presentation. Do not add weapons, health, lives, power-ups, branching paths, or other mechanics beyond the lane-based meteor dodging and distance survival described above.