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Asteroid Pursuit

  • 2d
  • arcade
  • space
  • shooter
  • survival
  • top-down
  • neon
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. Hemant Kulhada built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Asteroid Pursuit yet. Play it, then tell Hemant Kulhada what you would add next.

Make your own game

Asteroid Pursuit was built by Hemant Kulhada 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 Pursuit 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 Pursuit

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 responsive browser game titled “Asteroid Pursuit,” a top-down 2D arcade survival shooter rendered on a full-screen HTML canvas. Use a dark navy/black space background with a subtle blue radial glow centered on the playfield and roughly 100 tiny pale-blue stars. Add a fixed HUD: a translucent dark glass panel with a thin blue border and rounded corners at the top-left reading “ASTEROID PURSUIT” in small uppercase light-blue text, and a matching top-right stats panel showing HULL, MISSILES, SCORE, and WAVE values.

At launch, show a centered translucent rounded rectangular message panel with blue-gray border and glow. It contains a large glowing two-line title “ASTEROID PURSUIT,” the text “Survive the debris field. Launch homing missiles at hostile drones before they reach you.”, a smaller hint “WASD / arrows to fly · mouse to aim · Space to fire,” and a blue rounded LAUNCH button. Clicking LAUNCH starts/restarts the game and hides this panel.

The player is a small cyan glowing triangular spacecraft near the center. It points in its current aim direction, has a pale cockpit rectangle, and a small orange engine flame at the rear. The ship moves with inertial acceleration: WASD or arrow keys accelerate up/down/left/right, velocity has strong damping, and speed is capped around 250 pixels per second. The ship wraps around screen edges rather than stopping. Aim toward the mouse cursor; if there is no active mouse aim, point toward the nearest hostile drone, or retain the previous angle.

Spawn seven gray irregular polygonal asteroids at the beginning, then add one about every 1.05 seconds. Asteroids enter from random screen edges, have random sizes approximately 16–38 pixels, random drift directions and speeds around 16–38 pixels per second, rotate slowly, and wrap around screen edges. Draw them as faceted dark gray rocks with lighter gray outlines. Colliding with an asteroid damages the hull by 18, briefly makes the player invulnerable/flashing, and emits orange particles.

Continuously spawn hostile drones from random edges, initially about every 1.8 seconds with the interval gradually shortened by wave progression but never below .65 seconds. Drones are small glowing magenta/pink arrow-like triangular ships with a yellow cockpit. They steer toward the player with smooth acceleration and a slight sinusoidal side-to-side weave, with speed around 90 plus a small wave-based increase, and wrap at screen edges. A drone collision damages the player by 25, grants a short invulnerability window, and emits pink particles. Drones have 2 hit points; they should be visibly destroyed after two missile hits, awarding 25 score and creating a larger pink burst. Although drones have an internal fire timer, they do not create visible enemy projectiles in the implemented gameplay.

Firing launches a limited homing missile. Start the player with 8 missiles. Press Space, click/tap the playfield, or press the large mobile MISSILE button to fire, subject to a roughly 0.34-second cooldown and no firing when out of missiles. Each missile launches from the front of the player, initially travels toward the nearest current enemy (or the player’s aim direction if there are no enemies), and homes smoothly toward its originally selected target for up to 4 seconds. Draw missiles as small bright yellow horizontal projectiles with a pale tip and yellow glow. Firing produces a small yellow muzzle particle burst. On impact, remove the missile, reduce the target’s HP, and make a yellow impact burst.

The player begins with 100 hull. Update the HUD live as “HULL <value>”, “MISSILES <value>”, “SCORE <value> · WAVE <value>”. Wave equals 1 plus the integer number of 120-point score thresholds passed. When hull reaches zero, stop the game and show the centered message panel again with “SHIP LOST,” “Final score: <score>,” and a RELAUNCH button that resets the player, score, wave, enemies, asteroids, missiles, particles, and initial spawning. Keep the game running with a requestAnimationFrame loop and cap frame delta for stable motion.

Add touch-friendly controls fixed at the bottom: a four-direction blue translucent rounded-button D-pad on the bottom-left (up arrow above left/down/right arrows) and a large circular red/magenta translucent MISSILE button on the bottom-right. D-pad buttons should work while pressed and released, including pointer/touch input. On desktop, make these bottom controls mostly invisible until hovered, while keyboard, mouse aiming, Space, and clicks remain available. Use a polished neon sci-fi visual style: dark space, cyan player glow, magenta enemy glow, yellow missile glow, orange/pink explosions, translucent blue HUD panels, rounded borders, and subtle shadows. Ensure the canvas is responsive to window size and supports high-DPI rendering.

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