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Arcade › Cell Siege
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Cell Siege was built by Crazy SideWinder 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 Cell Siege 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 playable 2D orthographic arcade shooter titled “Cell Siege” in a dark purple sci-fi laboratory. Use a fixed full-screen canvas with a wide view split into two zones: a tall stylized operator/control panel on the left and a glass containment tank on the right. The camera should be flat and side-on, with no perspective camera movement. The left zone is a large dark purple gradient panel with a thin pale outline and an inset lab-operator illustration. Show a cartoon scientist/operator in layered vector-like shapes: dark bobbed hair with a light pink streak and tuft, mauve face, one large white eye with yellow iris and black pupil, purple respirator/mask, white coat and a pale rounded lower bust/control form. Add a pale curved hose leading toward the tank. The operator subtly bobs and blinks, and the eye looks toward the current aiming position. The lower white bust/control shape has thick dark outlines and exaggerated arcade-style scaling that grows smoothly as the score rises, up to roughly double size. The right zone is a gray-lavender rectangular glass tank with a darker divider at its left edge, pale border, a top cap, and subtle translucent vertical glass glare. A small purple turret is mounted just inside the tank’s left edge; it has a circular base and a pale horizontal barrel. Rotate the turret toward the aim point and draw a faint red laser sight from it to the aim direction. The aiming reticle is a bright mint-green crosshair made from four separated line segments and a circular ring, constrained to the tank and above the slime. Inside the tank, spawn several floating cartoon one-eyed amoeba organisms. Each is a turquoise/teal irregular six-lobed blob with a darker green outline and a white eye with a black pupil; smaller blobs use a brighter mint variant. They drift with independent velocities, bounce off the tank’s top and side boundaries, wobble/rotate slightly, and move faster when close to the slime. Large blobs are about 0.44 radius, smaller blobs about 0.30 radius. Large blobs require more damage and, when destroyed, split into two smaller blobs near their death point. Destroyed cells emit a brief spray of mint particle dots. Cells have hit feedback through a slight tint/brightness change. The main objective is to shoot all organisms, survive successive waves, and prevent the bright green corrosive slime from filling the tank. Start at wave 1 with six mixed-size organisms, score 0, and health 5. The slime begins as a shallow pool along the tank bottom and steadily rises over time; its top edge has an animated wavy neon-green foam line. If it reaches near the top of the tank, show a game-over overlay titled “Tank Overflow” explaining that corrosive goo reached the top. Whenever all current organisms are cleared, immediately start the next wave, reset the slime to the bottom, increase the wave number, reset escaped count, and spawn 4 + wave organisms with stronger health; continue periodically spawning additional organisms from the right side at an interval that gets shorter in later waves. Organisms that manage to escape the tank reduce player health and reset the hit combo; at zero health show a “Containment Failed” overlay. Include a restart instruction, “Press R to restart,” on game-over overlays. Implement three selectable weapons. Pulse is the default balanced single cyan shot, with a short cooldown (about 0.18 seconds), fast projectile, and 1 damage. Spread fires three weaker yellow/orange shots in a small fan, with about 0.35 second cooldown and 0.8 damage each. Burst fires one slower red/pink shot with about 0.55 second cooldown and 2 damage. Projectiles are small glowing colored circles that travel toward the reticle, disappear after about 1.5 seconds or outside the tank, and damage the first blob they hit. Play lightweight arcade tones for firing, hits, large hits, and damage if audio is available. Controls: move the reticle with the mouse; left click or Space fires; WASD or arrow keys move the reticle; number keys 1, 2, and 3 select Pulse, Spread, and Burst; P pauses/resumes; R resets/restarts. Do not let keyboard aim leave the tank or move below the current slime top. While paused, stop the simulation but retain the visual scene and show a paused status message. Across the top of the tank, create a specimen rack with seven framed square slots and a thin mint progress meter underneath. The first slots show teal specimen icons (eye symbols), with one orange/mouth specimen slot; locked/unfilled slots are muted gray. Fill rack progress based on score: every 80 points lights another slot, and the partial progress fills the meter between slots. Lit icons can gently rock. Award 20 points for a large blob and 12 for a small blob, plus an increasing combo bonus for consecutive hits; reset combo when taking damage. Overlay HTML HUD text above the canvas: a top bar reading SCORE, HEALTH, WAVE, and WEAPON in bright pale green uppercase labels with white values, and show the selected weapon name plus rack progress (for example “Pulse · Rack 0/7”). Under it, display a rounded translucent dark message pill initially reading “Contain the tank — click or press Space to fire.” Update it with wave, pause, and restart/status messages. Use the existing visual palette: deep navy-purple background (#171323), lavender-gray tank, mint/teal enemies and UI accents, vivid green slime, purple turret, and thick playful outlines. Keep the overall style as clean flat vector/cartoon art with subtle transparency, glass reflections, particles, and smooth idle animation.