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Arcade › Asteroid Pursuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Angaramessi Garamessi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asteroid Pursuit yet. Play it, then tell Angaramessi Garamessi what you would add next.
Asteroid Pursuit was built by Angaramessi Garamessi 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.
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 mobile-friendly 3D arcade space shooter titled “Asteroid Pursuit.” Use Three.js or an equivalent real-time 3D engine. The scene is a dark navy/black outer-space arena with subtle fog, hundreds of tiny blue-white stars, and a faint translucent circular combat-area disk below the action. Use a fixed elevated perspective camera looking down and slightly forward at the arena, with the player near the lower/front portion of the screen and enemies approaching from the distance. Keep the presentation portrait-friendly and make the HUD overlay the full viewport. Player: use a stylized low-poly orange/teal spacecraft model positioned around y=0.8 near the front of the arena. The ship should tilt/roll slightly while moving, with horizontal movement left/right and depth movement forward/backward. Keyboard controls are Arrow keys or WASD: left/right move on x, up/down move on z. Clamp the player to approximately x=-24..24 and z=-20..20. On touch devices, provide four large directional buttons along the bottom: left, up, down, right. The player fires straight forward (toward negative z) when Space is pressed or the FIRE touch button is held/clicked. Fire a small bright cyan/blue spherical bolt, with a rapid fire cooldown of about 0.22 seconds. Add a SHIFT keyboard control and MISSILE touch button for a homing missile, limited by a roughly 3.2-second cooldown. The missile is a glowing orange cone/projectile that selects the nearest living enemy, steers toward it, and destroys it on contact; it has a limited lifetime of about six seconds. Holding Space or Shift should repeatedly fire/launch whenever the relevant cooldown permits. Enemies: begin with four stylized low-poly reddish-orange enemy spacecraft distributed across the upper/far part of the arena. They travel generally toward the player, moving in positive z, while gently weaving side-to-side and rotating slightly. Give each enemy 3 hit points. Each player bolt that hits an enemy within roughly 2.2 world units removes one hit point; on the third hit, award 100 points and recycle that enemy back into the distant upper area with full health. A homing missile instantly defeats an enemy and awards 150 points, then recycles it. Enemies should continuously reappear/recycle rather than permanently disappear. Each enemy periodically fires a pink/red projectile aimed at the player, roughly every 1.4–2.9 seconds. Enemy shots move toward the player and reduce hull by 12 percentage points when they hit within about 1.6 units; remove shots when they miss or expire. The player has 100 hull. When hull reaches zero, stop gameplay and display a centered “MISSION FAILED” overlay with the final score and a RESTART button that reloads/resets the game. There is no player-asteroid collision or asteroid damage mechanic: asteroids are environmental scenery only. Populate the arena with about 15 irregular gray-blue low-poly asteroid rocks arranged mostly around a broad ring at varying distances, heights, scales, and rotations. Slowly spin them. They are visual background objects and do not need collision behavior. Add soft hemispheric/directional lighting, shadows if supported, a cool blue rim/point light, and a low-poly sci-fi asset aesthetic: dark space background, blue starfield, gray-blue asteroids, orange/teal player craft, reddish/orange enemy craft, cyan player bolts, pink enemy shots, and glowing orange homing missiles. HUD: at the top, show two translucent dark-blue rounded panels with thin blue borders and a subtle blue glow. The left panel says ASTEROID PURSUIT in uppercase with spaced lettering. The right panel continuously displays “SCORE [number] • HULL [rounded percentage]% • WAVE [number]”. Start at SCORE 0, HULL 100%, WAVE 1. Set wave to floor(score/400)+1, so it rises as score accumulates. Center a bold white instruction line below the top panels: “ARROWS / WASD MOVE SPACE FIRE SHIFT HOMING MISSILE”. At the bottom, show large rounded translucent blue directional buttons and separate FIRE and MISSILE action buttons, usable with pointer/touch input; directional buttons should support held input. On wide screens these controls may be slightly faded but remain visible. Use responsive sizing and prevent page scrolling. Preserve a clean arcade-game look with no extra menus or mechanics beyond the described shooter, score, hull, waves, projectiles, enemies, asteroids, and restart state.