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Arcade › Asteroid Drift

Asteroid Drift

  • 2d
  • arcade
  • asteroids
  • space
  • endless
  • shooter
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. eaxe_u8s built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Asteroid Drift yet. Play it, then tell eaxe_u8s what you would add next.

Make your own game

Asteroid Drift was built by eaxe_u8s 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 Drift 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 Drift

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 fullscreen 2D arcade asteroid game titled “Asteroid Drift,” rendered on an HTML canvas with a dark navy/near-black space background. Use a clean minimalist neon sci-fi presentation: a subtle radial blue glow behind the playfield, many small softly twinkling pale-blue stars, outlined irregular rocky asteroids with translucent dark-blue interiors, pale cyan/white ship strokes, yellow laser bolts, and small colored particle bursts. The camera is fixed top-down/side-on to the entire screen with no scrolling; all objects wrap around the screen edges and reappear on the opposite side.

Gameplay starts paused behind a centered launch overlay. The overlay should be a translucent dark glass panel with a thin cyan border and soft shadow/glow, containing the large uppercase two-line title “ASTEROID DRIFT,” the description “Pilot a tiny ship through an endless field of tumbling rock. The edges loop forever.”, a bright rounded cyan “LAUNCH” button, and controls text: “Move: A / D or ← / →” and “Thrust: W or ↑ · Fire: Space.” Behind it, show the HUD at the top: “ASTEROID DRIFT” at upper left and three right-aligned stats labeled SCORE, WAVE, and LIVES with values initially 0, 1, and 3. At the bottom center show the hint “WASD / ARROWS TO STEER · SPACE TO FIRE · WRAP THE EDGE.”

The player controls a tiny triangular spaceship centered on screen. It points in its current facing direction and has a pale white/cyan outlined body with a faint cyan translucent fill. A/D or left/right arrows rotate it; W or up arrow applies forward thrust in the direction it is facing, building velocity; S or down arrow acts as a strong brake. The ship has inertia, capped maximum speed, and gradually slows when thrust is released. While thrusting, draw a short orange exhaust flame behind the ship. Press and hold Space to fire. Each shot is a short yellow streak traveling forward at high speed, inheriting the ship’s current velocity, with a brief yellow muzzle particle burst; shots wrap around the edges and expire after about 1.2 seconds. Include simple coarse-pointer/mobile controls at the bottom: a circular translucent “TURN” button on the left and “FIRE” button on the right. The implemented mobile TURN control should rotate left while held and FIRE should shoot while held.

On launch, initialize score to 0, wave to 1, lives to 3, place the ship at the center with zero velocity, give it about two seconds of collision invulnerability, clear bullets and particles, and spawn wave 1. Each wave contains 3 + wave large asteroids, positioned randomly but not within roughly 170 pixels of the ship. Asteroids are irregular nine-point polygons with randomized radii, rotate continuously, move with randomized drifting velocities, and wrap at every screen edge. Large rocks have radius about 38 pixels; medium rocks about 24; small rocks about 14. When a laser hits an asteroid, remove it, create a burst of cyan particles (yellow for the smallest rocks), and award score: 20 for a large asteroid, 50 for a medium asteroid, and 100 for a small asteroid. Large and medium asteroids split into two asteroids of the next smaller size at the impact location, each with a random direction and suitable faster speed. When all asteroids are destroyed, wait about 0.8 seconds, increment the wave number, and spawn the next wave, making the game effectively endless and increasingly populated.

Asteroid contact with the ship costs one life unless the ship is currently invulnerable. On a hit, emit a larger pink/red particle burst. If lives remain, reset the ship to screen center with zero velocity and grant about 2.5 seconds of invulnerability, visually blinking/fading the ship during invulnerability. When lives reach zero, stop gameplay and show the centered overlay again with title “DRIFT ENDED,” subtitle “Final score: [score] · The field is still out there.” and a “TRY AGAIN” button that resets the game. Also allow Enter to restart when paused/game over.

Maintain the HUD live during play: SCORE, WAVE, and LIVES should update as values change. Keep the background and HUD visible throughout. Use responsive sizing for desktop and mobile, prevent page scrolling, cap device-pixel rendering appropriately, and preserve the restrained palette: #050713 background, dark blue glows, pale blue stars, cyan accents, white ship, yellow bullets, orange thrust, and pink collision effects. Do not add enemies, powerups, levels, weapons, or mechanics beyond this asteroid-splitting, thrust-and-shoot loop.

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