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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. juan Martinez 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 juan Martinez what you would add next.
Asteroid Run was built by juan Martinez 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 3D arcade space-combat game titled "Asteroid Run". Use a Three.js-style real-time 3D scene viewed from a high, slightly behind-the-player perspective: a perspective camera looks down over a flat circular arena, following the player ship, with the ship near the lower/central foreground and enemies and asteroids spread across the playfield. Set a dark navy/black space background with subtle fog, many small pale-blue stars, a faint blue sci-fi grid on the arena floor, and a dark circular ground disk. Use a cool neon sci-fi HUD with translucent dark panels, cyan borders, pale text, and amber highlights. The player is a small stylized 3D spaceship in the arena, initially at (0, 0, 7), with a faint cyan glow beneath/around it. The player can move horizontally across the arena using WASD or the arrow keys: A/left moves left, D/right moves right, W/up moves toward the top of the playfield, and S/down moves toward the bottom. Clamp movement to approximately x=-21..21 and z=-18..20. Normal movement speed is 8; holding Shift or the on-screen BOOST button raises speed to 15. Rotate the ship to face the mouse aim direction and give it a slight banking/tilting effect while moving. On desktop, mouse movement aims at the arena floor using a ray-plane intersection and shows a small circular crosshair at the pointer. On touch/mobile, hide the help text and provide the visible BOOST and FIRE controls. Populate the arena with ten irregular low-poly brown/orange meteor asteroid models. Give each a random size from about 0.9 to 3.1, random starting location across the arena, random rotation, slow random horizontal drift, and continuous spin. Asteroids wrap around the playfield when leaving its x/z bounds. If an asteroid comes within about 1.5 units of the player, it continuously damages the hull at 8 points per second and is pushed away slightly. Add hostile spacecraft using a stylized low-poly spaceship model, each with a pink/red glowing torus ring beneath it. Start with three enemies and continuously spawn more, never exceeding eight active enemies. Spawn positions are distributed around the upper/middle playfield. Each enemy has 2 hit points, homes toward the player at roughly 1.2 plus a small sinusoidal movement variation units per second, rotates to face the player, and is clamped within the arena. Enemy contact within about 1.8 units drains the player's hull at 18 points per second and pushes the enemy back. Destroying an enemy awards 100 score and removes it from the scene; the spawn interval starts around three seconds and shortens as score rises, with a minimum interval of about 1.2 seconds. The player has 12 homing missiles at the start. Launch one missile by clicking, pressing Space, or pressing the on-screen FIRE button; do not launch if ammo is empty or the game has ended. Each missile is a visible stylized rocket model, launched just in front of the player in the current normalized aim direction at speed about 12, with a lifetime of 3.2 seconds. After launch it homes toward the nearest enemy initially selected as its target, smoothly steering toward that enemy. A missile hit within about 1.4 units removes the missile and subtracts one enemy hit point; enemies require two missile hits to destroy. Missiles expire and disappear when their lifetime ends. Support holding FIRE for repeated shots on a roughly 180 ms cadence while ammo remains. Make the player ship face the aim vector and missiles visually orient in their travel direction. Track hull starting at 100%, score starting at 0, missile ammo starting at 12, and the active enemy count. Show a fixed HUD overlay: top-left panel labeled "ASTEROID RUN" with "Hull 100%" and "Missiles 12"; top-right panel with "Score 0" and "Threats 3" (updating live). Center-top desktop instructions should read "WASD / arrows to fly · mouse to aim · click or Space to launch homing missiles". Place BOOST at the bottom-right just left of a large circular FIRE button. Use translucent dark-blue panels with rounded corners, thin cyan borders, cyan title/accent colors, and amber score/fire styling. Display the aim crosshair only after pointer aiming begins. When hull reaches zero, stop gameplay, clamp displayed hull to 0, and show a centered dark translucent game-over overlay with the title "SHIP LOST", the final text "Score <value>", and a cyan-bordered RESTART button that reloads/resets the game. Use low-poly/quaternion-style asset models for the ship, meteor, and rocket, with lighting from a bright directional light plus cool hemisphere light, soft fog, ACES-like tone mapping, and shadows to match the visible stylized space-arena presentation.