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Arcade › Astro Duelo
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Remix Astro Duelo 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.
Recreate a browser-based two-player local space duel titled “Astro Duelo,” using a full-screen responsive HTML canvas with a fixed overlay HUD. The game is in Spanish. Show a nearly black/navy space background with a subtle radial blue glow centered on the arena, roughly 100 small randomly positioned pale stars, and a faint vertical white divider down the middle between the two players. Use a top score bar: bright cyan “AZUL 0” aligned top-left and bright pink “0 ROJO” aligned top-right, with large bold sans-serif text and a slight shadow. At launch, pause gameplay and show a centered title overlay: large white uppercase “ASTRO DUELO,” the subtitle “Destruye la nave rival · primero a 5,” and a rounded white “Comenzar” button. Clicking/tapping that button starts a round. The arena contains two small pixel-art arcade spacecraft, ideally using distinct spaceship sprites: player 1’s blue/cyan ship starts at about 18% screen width and 50% height, facing right; player 2’s pink/red ship starts at about 82% width and 50% height, facing left. If sprites are unavailable, draw compact triangular/shmup-style ships in the matching team colors. Each ship has a three-hit health bar directly beneath it: a short translucent white/gray bar with a cyan or pink fill proportional to remaining health. This is a local two-player physics-based duel. Each ship rotates left/right and accelerates in the direction its nose points when thrust is held. Apply acceleration, strong drag, and cap speed around 260 pixels per second, with screen wrapping: leaving one edge re-enters from the opposite edge. Player 1 controls are W to thrust, A/D to rotate, and F to fire. Player 2 controls are Up Arrow to thrust, Left/Right Arrow to rotate, and Enter to fire. Also provide touch-friendly on-screen controls fixed along the bottom: on the left, buttons for left, right, thrust, and a yellow “FUEGO” button for player 1; on the right, a pink “FUEGO” button followed by thrust, left, and right buttons for player 2. Buttons should be dark translucent rounded squares with light borders, while fire buttons use team colors. On desktop the bottom controls may appear partially transparent until hovered; on touch devices they remain usable. Include a small centered help label at the bottom: “P1: W A D + F · P2: flechas + Enter”. Prevent page scrolling and make keyboard/touch controls responsive. Firing launches a glowing round projectile from the ship’s nose in its facing direction at about 520 pixels per second. Give bullets the owner’s team color, a short lifetime (about 1.5 seconds), and a soft matching glow. Limit each ship to one shot roughly every 0.28 seconds. A hit occurs when a projectile comes within about 22 pixels of the opposing ship; remove the bullet, reduce the target’s three-hit health by one, and emit a brief burst of around 18 small colored square particles. Also emit a small exhaust-like particle burst when firing. Particles should drift, slow down, fade, and disappear after about half a second. When a ship loses all three health points, award one point to the shooter, update the top score, and reset the round immediately: clear bullets and particles, restore both ships to their starting positions, angles, velocity, and three health points. Continue rounds until one player reaches five points. At five points stop the simulation, dim the ships slightly, and show the centered status overlay with the message “La nave AZUL gana la batalla” or “La nave ROJA gana la batalla,” plus a rounded button labeled “Jugar otra vez.” Clicking it resets both scores to zero and starts a fresh match. While stopped, pressing Space should also restart the match. Keep the presentation minimalist and arcade-like: crisp pixelated sprite rendering, dark cosmic palette, cyan-versus-pink team contrast, bold white typography, no extra menus or invented gameplay systems.