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Asteroid Pursuit

  • 3d
  • arcade
  • space
  • shooter
  • endless
  • mobile
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. Sara Emanuely 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 Sara Emanuely what you would add next.

Make your own game

Asteroid Pursuit was built by Sara Emanuely 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 playable 3D browser game titled “Asteroid Pursuit” using a dark space-flight arcade presentation. Use a Three.js-style perspective camera: the player ship is seen from behind and slightly above, near the lower center of the screen, flying forward through a deep navy/black space scene. Add a large field of small pale blue-white star particles, subtle distance fog, and cinematic cool lighting. The arena should feel open and vertical, with the player able to move within a bounded rectangular flight area rather than turning the whole ship around.

The player is a small colorful sci-fi spacecraft, with a bright cyan/blue rounded cockpit/body, yellow-gold mechanical wings and detailing, dark engine/cockpit elements, and a pointed central nose. It should visually resemble the supplied bee-like space-ship model, but keep the gameplay silhouette readable. The ship starts around the lower/middle foreground and can move left/right and up/down. Smoothly tilt/roll it while moving: horizontal movement banks the ship and vertical movement gives it a subtle pitch. Keep the camera following the player gently while looking toward the distant flight path.

The core goal is to survive the forward flight, destroy incoming red enemies, and earn score. Populate the space lane with many irregular low-poly gray asteroids of varied sizes, distributed ahead at different horizontal and vertical positions. Asteroids move toward the player; when they pass the foreground, recycle them farther ahead at a new random location. If an asteroid gets close to the ship, subtract 25 shields and show a brief burst of orange sparks, then recycle that asteroid. Also spawn faceted red/pink enemy spacecraft or drones ahead of the player. They travel toward the player more slowly than asteroids, subtly weave side-to-side, and face/aim toward the player. On enemy contact, subtract 18 shields, emit red sparks, and recycle the enemy. Continue adding enemies periodically during the run.

The player fires homing missiles. Each missile launches from the ship’s nose, appears as a small glowing orange/yellow capsule, and travels forward; it should select a nearby enemy ahead and steer toward it, otherwise continue straight. On hitting an enemy, award 100 points, emit bright yellow/orange impact sparks, recycle that enemy, and remove the missile. Remove missiles that travel too far. Allow a short firing cooldown so firing is rapid but not unlimited every frame. The run starts with score 0 and shields 100; when shields reach zero, stop the action and show a centered “SHIP LOST” game-over message with the final score and a “RESTART” button. A title/start overlay before play should read “ASTEROID PURSUIT,” explain “WASD / ARROWS to fly · SPACE to launch homing missiles,” and provide a “LAUNCH” button.

HUD: pin a clean white/cyan text HUD to the top edge, with “SCORE 0000” on the upper left (always zero-padded to four digits) and “SHIELDS 100” on the upper right. Update score and shield values live. On touch/mobile layouts, show a translucent dark-blue four-button directional pad in the lower left, arranged like a D-pad with ▲ above and ◀ ▼ ▶ below, and a large circular dark red “MISSILE” button in the lower right. Buttons should support press-and-hold movement and firing. On desktop, support WASD and arrow keys for movement, and Space for firing (Space can also launch the game from the start overlay). Hide the touch controls until the run begins and hide them on game over.

Use a minimal high-contrast sci-fi UI: near-black navy background, pale cyan-white HUD typography with letter spacing and glow/shadow, dark translucent blue rounded controls with cyan borders, and a dark red translucent missile button with a pink/red border. Use low-poly faceted asteroid and enemy geometry, glowing emissive missile/enemy accents, small short-lived particle bursts for impacts, and soft cinematic lighting/fog. Keep the experience as an endless survival run with no levels, inventory, or additional weapons beyond the single homing missile.

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