Arcade › Astral Assault
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Astral Assault was built by Cake Cake 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 Astral Assault 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 Three.js-style 3D top-down/2.5D arcade space shooter titled “Astral Assault,” shown in a portrait-friendly full-screen canvas. Use a black/deep-navy space scene with a neon sci-fi aesthetic: many small white-blue stars, faint blue/purple nebula panels in the distance, a dark floor plane with a subtle blue perspective lane grid, and a soft circular blue glow around the playfield. Use a perspective camera positioned high above and behind the action, looking toward the forward direction of the arena; keep the player and approaching enemies visible, with a slight horizontal camera follow as the player moves. The player controls a small stylized blue/cyan spaceship near the bottom of the arena. Build it from simple glowing geometric parts: a pointed/conical blue hull, pale cyan cockpit, broad dark-blue wings, and an orange engine glow at the rear. The ship can move within a bounded rectangular arena, approximately x=-12.6 to 12.6 and z=-7 to 13, and starts around the lower center. Support keyboard WASD and arrow keys for movement, with normalized diagonal movement, and support mobile/mouse pointer controls: press/touch and drag toward a location to smoothly steer the ship there. Hold Space or hold the mouse/touch pointer to fire. Tilt the ship slightly while moving and animate its engine glow. The goal is to survive and clear four regular enemy waves, then defeat the boss. At the beginning, show a centered glowing title overlay reading “ASTRAL ASSAULT” with “PRESS SPACE OR TAP TO START.” Also show bottom-center instructions: “WASD / Arrows: Move | SPACE or MOUSE: Fire | Collect glowing power-ups.” A Space press or pointer/tap starts the run. On restart after victory or defeat, reset the run to wave 1, score 0, health 100, and the player at the starting position. Spawn enemies ahead of the player, moving toward the bottom while drifting horizontally in sine-wave patterns and firing at the player. Enemies are geometric red/pink/orange spacecraft assembled from an octahedron-like body, dark red horizontal wings, and orange rear engine glow. Small enemies have 16 HP, move fastest, are worth 70 points, and fire about every 1.55 seconds. Medium enemies have 34 HP, are worth 180 points, and fire about every 1.2 seconds. Their projectiles are glowing pink/red capsules aimed toward the player's current position and damage 8 (small) or 8 for regular enemy shots. Use these wave formations: wave 1 has six small enemies; wave 2 has three medium and four small enemies; wave 3 has five small and two medium enemies; wave 4 has six alternating medium/small enemies plus one additional medium. Enemies also damage the player if they reach/collide with the ship, and enemies that pass beyond the bottom boundary damage the player. The player fires bright cyan capsule-like bolts straight forward. Standard fire uses a roughly 0.16-second cooldown and deals 12 damage; rapid fire reduces cooldown to about 0.08 seconds. While spread shot is active, each firing action also launches two angled cyan bolts, one left and one right, dealing 10 damage each. Player bullets travel quickly forward and disappear after a short lifetime or when leaving the arena. Show glowing expanding ring/circle burst effects for firing, hits, collisions, and destruction. After all four regular waves are cleared, briefly show a “SECTOR CLEAR” message, then spawn a large boss at the front. Change the HUD wave label to “BOSS.” The boss is a larger dark-red/crimson geometric ship with a large octahedral body, wide wings, orange engine glow, 220 HP, and a score value of 1800. It drifts more widely, moves downward more slowly, fires a fast aimed projectile about every 0.36 seconds, and additionally fires two angled projectiles. Defeating it ends the game with a centered glowing “VICTORY!” message, the final score, and “Tap to play again.” Enemies have a chance (about 28% on regular enemy destruction) to drop a floating glowing power-up at their destruction location. Power-ups are small colored icosahedron cores surrounded by a cyan rotating ring, bob vertically, and expire after about 10 seconds. Collect them by flying into them. Include four actual effects: green health restores 28 health up to 100; yellow rapid fire lasts 8 seconds; pink spread shot lasts 8 seconds; cyan shield lasts 7 seconds. The shield is visibly represented by a cyan torus/ring around the player and reduces incoming damage by consuming shield time instead of health, with a “BLOCKED” banner. Other pickups show short centered banners such as “+ HEALTH,” “RAPID FIRE,” “SPREAD SHOT,” or “SHIELD.” Display a minimal HUD as HTML overlay in a monospaced/typewriter style with cyan glow: top-left “SCORE: ” followed by a six-digit zero-padded score; top-right “WAVE 1 / 4” during regular play and “BOSS” during the boss; bottom-center a 300px-wide health bar with cyan border and a green-to-yellow-to-red gradient, plus “HEALTH: 100” above it. During play, briefly show centered glowing banners for “WAVE 1” through “WAVE 4,” “WAVE CLEAR,” “SECTOR CLEAR,” “BOSS INCOMING,” pickup notifications, and damage notifications. If health reaches zero, stop gameplay, clear hostile entities/projectiles, and show “GAME OVER,” the score, and “Tap to retry.” Use clean entity lifecycle management for player bullets, enemy bullets, enemies, power-ups, and burst effects. Keep the look low-poly, luminous, and restrained: black background, cyan/ice-blue player projectiles and HUD, red/pink enemy fire and ships, orange engine flames, and subtle bloom-like emissive materials/glowing transparent effects. Make the game responsive to window resizing and usable with both desktop keyboard/mouse and mobile touch input.