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Arcade › Asteroid Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. rickyfix built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asteroid Run yet. Play it, then tell rickyfix what you would add next.
Asteroid Run was built by rickyfix 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 Run 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 playable 3D arcade space shooter titled “Asteroid Run.” Use a dark navy/black space setting with a subtle blue fog, a large starfield of small pale-blue points, and a third-person chase camera behind and slightly above the player ship. The camera should smoothly follow the ship and look far ahead down the flight corridor; add mild camera shake when the ship is hit. The player controls a compact futuristic blue/cyan spacecraft flying forward through an asteroid field. Model the ship from simple geometric parts: a cyan metallic pointed/conical hull oriented nose-forward, dark blue swept wing pieces, a dark glossy blue cockpit, and two bright cyan engine-glow strips at the rear. Keep the ship near the center foreground but allow free movement in a bounded rectangular area: horizontal x from about -17 to 17 and vertical y from about -10 to 13. The ship’s forward z position remains fixed while the world and hazards travel toward it. Smoothly tilt/roll the ship in response to movement. Desktop controls: WASD or arrow keys move left/right/up/down, Space fires, and either Shift key activates boost. Also provide touch controls visible along the bottom: a four-direction D-pad on the lower left and FIRE and BOOST hold buttons on the lower right. Buttons should support pointer/touch press-and-hold. Boost increases the ship’s movement speed from roughly 10 to 16 and makes asteroids and enemies approach faster; it is not a limited meter. Populate the corridor with roughly 18 large rotating 3D asteroids distributed ahead of the ship, using irregular rock/crystal-like forms in varied sizes (about 1.8–4.8 scale), positions spread across the flight space and depths from roughly z=-105 to -12. They should rotate as they approach, then recycle to the distant end after passing the player, repositioning randomly. The space should have realistic-ish lighting: cool hemisphere ambient light, a strong white directional light with shadows, and a blue point/rim light ahead. Use fog so distant objects fade into the dark. The main enemies are hostile drones: red/pink glowing octahedral cores surrounded by thin bright rings. Spawn waves beginning with 4 drones (3 + current wave), capped at 8 active drones. Drones appear ahead at random x/y and z between about -88 and -38, move toward the player, weave horizontally and vertically, and turn to face the ship. They occasionally fire red/pink bolts aimed at the player. If a drone reaches the player’s forward boundary it damages the hull by 14 and disappears. Enemy bolts travel toward the player and deal 12 hull damage on contact. The player begins each run with HULL 100; show the hull as a number and end the run when it reaches zero. When Space/FIRE is held, launch bright cyan homing missiles from the front of the ship at a maximum rate of about one every 0.24 seconds. Missiles travel forward, steer toward the nearest active drone, have a limited life of about 4 seconds, and disappear if they leave the corridor. A missile hit removes one of a drone’s 2 hit points; destroying a drone awards 100 points and removes it. Start with SCORE 0. When all active drones are destroyed, advance the WAVE number and immediately spawn the next wave, with the active enemy target count increasing by one until capped at 8. Also spawn replacement drones periodically while a wave is active so there can be several threats in the field. Build a restrained sci-fi HUD over the canvas. At the top left show a translucent dark glass panel reading “SCORE [number]” and “HULL [number]”; centered at the top show “WASD / ARROWS MOVE · SPACE FIRE · SHIFT BOOST”; at top right show “WAVE [number].” Panels should have subtle blue borders, rounded corners, blur/transparency, and light-blue text. The bottom touch controls use translucent blue outlined buttons; FIRE and BOOST can have a muted warm tint. On launch, show a centered modal overlay with a dark translucent radial-gradient background and glassy rounded card: large uppercase “ASTEROID RUN,” descriptive text “Thread the debris field, lock onto hostile drones, and send homing missiles through the dark.” and a bright cyan “LAUNCH” button. Hide the overlay while playing. When hull reaches zero, stop gameplay and show the same overlay updated to “SHIP LOST,” text “Final score [score]. The debris field wins this round.” and a “RELAUNCH” button that resets score, hull, wave, player position, enemies, missiles, and bolts. Maintain a clean minimalist neon-blue visual style with no extra gameplay systems, weapons, powerups, or story features.