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Arcade › Astro Jet
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Astro Jet yet. Play it, then tell kazmeenkazmeenmam what you would add next.
Astro Jet was built by kazmeenkazmeenmam 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 Astro Jet 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 single-screen, canvas-based 2D vertical asteroid shooter called “Astro Jet.” Use a responsive full-window canvas with a dark navy/black space background, a sparse field of small softly glowing blue-white stars that drift slowly downward, clean crisp Arial-style typography, thin blue outlined panels, and bright cyan/orange/pink neon accents. The game should be playable on desktop and touch devices. Start on a menu screen over the starfield. Center the title “ASTRO JET” in large pale blue-white lettering, with the subtitle “ASTEROID SHOOTER” in smaller cyan text. Below it, show a dark translucent bordered information panel saying “Pilot your way to a” and “fighter jet upgrade.” Under that, show a bordered button labeled “LAUNCH MISSION” with the hint “tap or press SPACE.” Clicking/tapping the button, or pressing Space, begins a run. In the play screen, the player pilots a small stylized top-down space jet near the bottom of the screen. The default scout plane is a glowing cyan angular aircraft: pointed nose, swept wings, a pale inner body, and a small yellow exhaust flame. Keep the player inside the screen, roughly from x=30 to width-30 and y=70 to height-60. On touch/pointer input, dragging moves the plane smoothly toward the pointer position. On desktop, Arrow keys or WASD move it directly. The plane automatically fires upward continuously, with a short yellow glowing rectangular projectile traveling vertically. The starting fire interval is 360 ms. Add the pause toggle on the P key. Enemies are asteroid-like eight-sided irregular rocks that spawn above the top edge at random horizontal positions and descend. They should be dark magenta/red with a bright pink outline and glow, a small yellow square core, mild rotation, horizontal drift, and occasional screen-edge bouncing. Their radius is random around 14–34 pixels and grows slightly with wave number. Their downward speed starts around 55–90 pixels/second and increases by about 8 per wave. Each enemy begins with 1 hit point, increasing to 2 at wave 3 and beyond according to the wave progression. Bullets collide with asteroids, creating small orange impact particles; destroying one creates a larger pink burst. A collision with the player removes the asteroid, damages the ship, creates a red burst and brief screen shake, and grants about 1.2 seconds of invulnerability with blinking visual opacity. Asteroids that pass below the screen are removed. Show a compact HUD during play: top-left “SCORE [number]”, top-center “WAVE [number]”, and top-right “CREDITS [number]” in yellow/gold. Below, show “HULL” followed by filled and empty diamond symbols representing current and maximum hull. At bottom-right show “SCOUT PLANE” in cyan, changing to “FIGHTER JET” in orange after the engine upgrade. At bottom center show “DRAG TO FLY • AUTO FIRE.” Start with 3 hull and 3 maximum hull. Each destroyed asteroid awards score equal to 100 times the current wave and credits equal to 10 plus twice the current wave. Structure progression as waves. Begin at wave 1. Spawn asteroids approximately every 720 ms, reducing the interval by 45 ms per wave but never below 180 ms. The current wave requires 8 + 3 times the wave number kills; when that kill goal is reached and all remaining asteroids are gone, stop gameplay and show the upgrade screen, then increment to the next wave. The player’s kill total, score, credits, wave number, hull, and upgrades should persist between waves. The upgrade screen retains the moving starfield and presents “WAVE [number] CLEAR,” “SPEND CREDITS ON YOUR SHIP,” and the current credit total. Center three upgrade cards: ENGINE, CANNON, and SHIELD, each with a blue outlined dark panel and a BUY button. Engine costs 30 + 25 times the current engine level, increases movement speed by 55, and when engine level reaches 2 changes the ship to a fighter jet: orange glowing body and triple-shot firing. Cannon costs 35 + 30 times current damage level, increases projectile damage by 1 and lowers the fire interval by 45 ms, down to a minimum of 150 ms. Shield costs 40 + 35 times current shield level, increases maximum hull by 1 and fully restores hull. Display each current level on its card. The fighter jet fires the center bullet plus two additional bullets offset left and right. Only allow purchases when the player has enough credits. Include a “NEXT WAVE” button labeled “continue shooting” below the cards. When hull reaches zero, switch to a game-over screen with the starfield, large pink “SHIP LOST,” the final “SCORE,” the reached “WAVE,” and a bordered “RESTART” button with “try a new run.” Restart by tapping/clicking that button or pressing Space. Use translucent navy panels, blue borders, pale blue text, cyan projectiles/ship glow, gold credits and bullets, magenta asteroid enemies, and small square particle bursts throughout. Keep the composition and UI spacing responsive so it works in a 100%-viewport layout similar to the reference screenshot.