Arcade › Beacon Ascend
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Beacon Ascend yet. Play it, then tell Maura McVey what you would add next.
Beacon Ascend was built by Maura McVey 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 Beacon Ascend 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.
Rebuild a 2D top-down canvas arcade exploration game titled “Beacon Ascend.” Use a full-screen dark navy space-like playfield with a subtle blue grid, sparse twinkling square motes, glowing neon objects, and a smooth camera that follows the player through a larger bounded world (approximately 2400x1600). Keep gameplay beneath a fixed responsive HUD. The player is a small glowing white triangular/diamond spacecraft with a cyan circular core, positioned initially just below the central beacon. It rotates to face its movement direction and moves with WASD or arrow keys at a constant speed, clamped inside the world. On touch devices, show a translucent circular virtual joystick at the lower left with a draggable inner stick; support the same movement behavior. The camera smoothly follows the player and is clamped to world edges. The main objective is a repeated energy loop: collect glowing yellow diamond-shaped sparks scattered around the current purple portal, then return to the central beacon to spend that energy on an upgrade. The beacon is a cyan-glowing circular station with a dark blue center, bright cyan ring, a white faceted diamond/lantern symbol, cyan core, and a gently pulsing aura. The portal is a purple glowing ring with an inner cyan ring, translucent blue interior, and six small lavender orbiting square accents; it subtly pulses/rotates. Each level creates a new portal location and a new wave of sparks. Place the portal at a randomized location around the beacon, constrained inside the world; distribute 4 plus roughly 0.7 times the level (rounded up), capped at 12, ordinary sparks in a ring-like random area around it. Ordinary sparks are small rotating yellow/gold diamonds and each gives 1 energy and 10 score when the player touches it. When all sparks are gone, display a recharging state and occasionally respawn a wave if the player still needs energy. Energy required is 5 + level*2, capped at 80 (so level 1 requires 7). The player must be within about 76 pixels of the beacon and have enough energy before the upgrade button becomes enabled. Clicking the orange “UPGRADE · N” button, or pressing E, spends the required energy and increases the level; only allow the action when close enough and sufficiently charged. Continue through level 25. On reaching level 25, mark the game won, show a dark translucent overlay over the playfield with centered text “BEACON ASCENDED” and “Level 25 reached — the portal network is yours.”, change the button label to “ASCENDED,” and stop normal player movement/upgrading. Include a “Reset run” button that returns to level 1, clears energy and score, places the player below the beacon, clears hazards and sparks, creates a new portal, and starts the run again. Add escalating hazards grounded in the game rules. Every four levels beginning after level 1, spawn up to six small red glowing circular enemies; they slowly chase the player, and on contact push the player away and cause a brief screen shake (they do not visibly reduce a health meter). Enemies have slightly increasing speed with level. Also schedule a meteor event after a random initial delay of roughly 10–26 seconds and subsequent random delays of about 18–42 seconds. Before impact, show an orange glowing meteor with a long angled trail at a random point in the world and display a toast “METEOR INCOMING — FIND THE IMPACT!” After about 1.4 seconds it impacts, showing an expanding orange shock ring and glow, then spawning roughly 18–27 bright star shards around the impact. These star shards are larger white/yellow glowing diamonds, each worth 2 energy and 40 score on collection; the impact initially grants score equal to shard count times 25. Display “N STAR SHARDS — COLLECT THEM!” as a toast. The meteor remains represented while shards are available and later resets its timer once cleared. Use collision-by-distance pickup. Add brief white/cyan flash on spark collection, mild screen shake on enemy contact, and centered temporary toast notifications for reset, upgrades, meteor warning, shard warning, and final ascension. Status text should dynamically say “Collect sparks from the portal,” “Return to the beacon” when charged but away from it, “Beacon charged — upgrade now” when charged and near the beacon, “Portal is recharging…” when no sparks remain, and “Meteor incoming — watch the sky” during the pre-impact countdown. HUD styling: fixed overlay with a centered max-width top bar. On the left, a dark translucent rounded glass panel with thin blue border and soft shadow containing the uppercase cyan title “BEACON ASCEND,” a large white “LEVEL N,” energy readout “X / N energy,” a horizontal dark meter filled by a cyan-to-purple gradient, status text on the left and “Portal N” on the right. On the right, a large rounded orange/gold gradient upgrade button that is dimmed/disabled until the player is charged and near the beacon. Show the instructional hint “Move with WASD / arrows. Collect sparks, then return to the beacon.” centered under the top HUD on desktop, moving near the bottom on touch layouts. Put the outlined “Reset run” button at lower right, moving upward on touch layouts to avoid the joystick. Use clean system sans-serif typography, dark blue translucent panels, cyan/purple/orange neon accents, smooth glows, and responsive desktop/mobile layout. The overall feel should be minimalist futuristic neon space exploration, with no weapons or additional menus.