Arcade › Cloudbreaker Patrol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mrv Nr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cloudbreaker Patrol yet. Play it, then tell Mrv Nr what you would add next.
Cloudbreaker Patrol was built by Mrv Nr 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 Cloudbreaker Patrol 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 browser-playable 3D arcade space shooter titled “Cloudbreaker Patrol.” Use a Three.js-style perspective camera with a dark navy space background, exponential blue fog, and a third-person chase view behind and slightly above a small green-and-blue cartoon starfighter. The ship stays near the front of the play area while the environment and hazards move toward it; smoothly follow the ship with the camera and aim the camera forward into the flight path. The ship should have a soft cyan glow/aura and tilt/roll slightly while steering. Set the scene in a deep blue starfield with many small pale-blue stars, translucent flattened white/blue cloud-like formations scattered in the distance, and a large distant blue planet low in the background. Incoming asteroids should be irregular 3D rocks, spawned ahead of the ship at varied horizontal and vertical positions and moving toward the camera/player at varied speeds, while rotating. Gradually shorten the spawn interval over time, with a minimum interval of about 0.42 seconds, so the patrol becomes more difficult. Keep the play space bounded: horizontal ship movement approximately -8 to +8 and vertical movement approximately -1.2 to +8. The core mechanic is steering and firing missiles to destroy incoming asteroids. Support keyboard controls: WASD and arrow keys steer horizontally and vertically; Space launches a missile. Also provide touch controls: dragging on the canvas steers, and a large circular FIRE button at the lower-right launches missiles. Normalize diagonal movement. The ship moves laterally at roughly 9 units/second and vertically at roughly 6 units/second, with smooth banking/tilting based on movement. Each missile is a glowing cyan projectile traveling rapidly forward, with a small blue trail. Start with 10 missiles and decrement the count on every shot; do not fire when the count is zero. A missile hit destroys an asteroid and adds 10 points. Missiles expire after a short lifetime if they miss. Asteroids that reach/collide with the ship (within a short collision radius) disappear and reduce the shield by one segment. Start with 6 shield segments. When all shield segments are gone, stop gameplay and show a centered game-over overlay reading “Patrol Lost,” the final score, and a “RESTART FLIGHT” button. Restart must reset score to 0, missiles to 10, shield to 6, clear active asteroids and missiles, reset the ship position, and resume spawning. Add a fixed glassy HUD over the canvas. In the upper-left, show a rounded dark translucent panel with cyan/blue border and glow containing three rows: SCORE with a bold value initially 0, MISSILES with a bold value initially 10, and SHIELD represented by six small glowing cyan rectangular segments. Turn shield segments dark when lost. Along the bottom center show a pill-shaped translucent hint reading “WASD / ARROWS TO STEER · SPACE OR FIRE TO LAUNCH.” In the lower-right show a large glowing cyan-blue circular button labeled “FIRE,” with a pressed visual effect. Use cool neon cyan accents, soft bloom-like glows, rounded UI, and a polished futuristic arcade presentation. Make the layout responsive for desktop and mobile, with touch-action handling so dragging steers rather than scrolling.