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Circuit Breaker

  • 2d
  • arcade
  • survival
  • neon
  • endless
  • reflex
0
Remix it Discord

1 play ·added September 14, 2026

About Circuit Breaker

Navigate a fast-moving conveyor belt as you smash orange cores for points while dodging dangerous red overload blocks. Execute precise moves and unleash a pulse-break attack to rack up combos. Aim for high scores and decide your next challenge—will you face boss waves or unlock power-ups?

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Davonya Joy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Circuit Breaker yet. Play it, then tell Davonya Joy what you would add next.

Make your own game

Circuit Breaker was built by Davonya Joy 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 Circuit Breaker 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.

Read the build brief for Circuit Breaker

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 portrait-friendly 2D arcade survival game titled “Circuit Breaker” using a full-screen HTML canvas with a fixed HUD overlay. The visual style is dark futuristic neon circuitry: a deep navy gradient background, faint cyan-blue square grid, cyan glows, translucent glass panels, and high-contrast white condensed uppercase typography. The screen should work responsively on desktop and mobile and prevent page scrolling.

Gameplay view: draw a large translucent dark conveyor/belt rectangle inset about 24px from the left and right edges, beginning around 18% down the screen and extending for about 66% of the screen height. Give it a thin dim cyan outline. Inside it, animate diagonal cyan streaks drifting continuously and show faint dashed vertical lane markers (roughly 8 internal dividers). Objects descend from the top of this belt toward a player at the bottom. The background grid also drifts subtly.

The player is a glowing cyan “breaker” centered near the bottom, at approximately screen height minus 112px or 16% of the height. Render it as a dark navy rounded rectangle, about 74 by 42 pixels, with a bright cyan outline and strong cyan glow. Inside is a cyan rounded horizontal capsule containing two small dark circular details. It should pulse/glow gently. Keep the player constrained horizontally within the screen. Move it left and right continuously with A/D or the left/right arrow keys; horizontal speed is about 520 pixels per second. Also provide mobile/touch controls at the bottom-right: dark rounded square buttons with cyan borders for left arrow, a central sparkle pulse button, and right arrow. Pointer down holds movement and pointer release stops it.

Spawn falling blocks periodically at randomized belt lanes, usually about every 0.72 seconds initially, with occasional extra spawns; the interval decreases with score but never below 0.28 seconds. Blocks fall downward at roughly 150–220 pixels/sec, with a small score-based speed increase, and rotate slowly. Orange glowing rectangular “cores” are collectible targets; render them as orange blocks with an orange glow, a small lighter highlight strip, and a darker central square detail. Red/pink glowing rectangular “overload” blocks are hazards with similar highlighting and a dark red center. The chance of a danger block starts around 12% and rises with score, capped around 34%.

When a falling block reaches the player’s vertical zone, automatically detect horizontal overlap. Hitting an orange core awards 10 points multiplied by the current combo, then increases combo by one up to x12, starts a 2.4-second combo timer, produces cyan particle sparks, a brief screen shake, and marks/removes the block. If the combo timer expires, reset combo to x1. Hitting a red overload block causes a stronger shake, a brief red screen flash, red sparks, resets combo, and immediately ends the run. Blocks that pass below the screen are removed. Render square particle sparks with gravity and short randomized lifetimes.

Add a manual “pulse-break” ability on Space or the central sparkle touch button. It only works while running and when the player is not already pulsing; give it a roughly 0.38-second cooldown/active duration. On activation, show an expanding cyan ring around the breaker and hit every unhit orange core within about 95 pixels horizontally and 80 pixels vertically. The pulse does not affect red danger blocks. Do not add a shield, lives, weapons, powerups, or other mechanics.

HUD: use a fixed full-screen overlay above the canvas. At top-left show large uppercase “CIRCUIT BREAKER” and the subtitle “SURVIVE THE MOVING LINE.” At top-right show three translucent rounded statistic cards labeled SCORE, COMBO, and BEST, with live values such as 0, x1, and the saved best score. Store the best score in localStorage under “circuit-breaker-best” and update it after game over. At the bottom-left on larger screens show the instruction “A / D or ← / → to move” and “Space to pulse-break nearby cores”; hide this note on narrow mobile screens. Center the controls toward the lower-right.

Before play, show a centered translucent dark instructional modal with a cyan border and rounded corners, slightly raised vertically. It says “Break the line.” followed by: “Move your breaker across the belt and smash the orange cores. Avoid the red overload blocks. Chain hits to charge your combo.” Highlight “orange cores” in cyan, and include a pill-shaped gradient cyan-to-blue “START RUN” button. Starting resets score, combo, timers, particles, and blocks and hides the modal. Pressing Enter can also start when not running. On game over show the modal again with the heading “Line broken.”, text indicating the score and encouraging the player to keep the chain alive and beat the best, plus a “RUN IT BACK” button. Use smooth animation with requestAnimationFrame, cap frame delta for stable gameplay, and subtle camera shake and flashes on impacts.

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