Skip to content

Arcade › Colorburst Turret

Colorburst Turret

  • 3d
  • top-down
  • arcade
  • turret
  • endless
  • neon
0
Remix it Discord

10 plays

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Yusuf Can Korkmaz, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about Colorburst Turret yet. Play it, then tell Yusuf Can Korkmaz what you would add next.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

Colorburst Turret was built by Yusuf Can Korkmaz 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 Colorburst Turret 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 Colorburst Turret

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 browser-based 3D top-down arena game titled “Colorburst Turret” using Three.js. The camera is an orthographic camera looking straight down at a square 20×20 arena, with the playfield centered in a very dark navy void. Use a dark blue-black ground plane with a subtle 20×20 diagonal-looking grid, soft fog, strong cool hemisphere lighting, and a directional light that produces soft shadows. Keep the visual style minimal, neon, arcade-like, and high contrast: glowing pink, cyan, yellow, purple, and green projectiles/enemies against the dark arena.

The player is a stationary-looking but movable color turret, initially at world position (0, 0.7, 6). Build it from a short dark metallic cylindrical base, a bright yellow/orange glowing torus ring around its top, a cyan glowing spherical core, and a purple glowing barrel. The turret moves on the ground plane with WASD or arrow keys at about 5 world units per second and is clamped to the arena, about 1 unit from each edge. Aim with the pointer: show a small white circular crosshair at the pointer location, and rotate the turret toward the pointer. However, implement the actual firing behavior as in the source: each shot automatically locks onto the nearest enemy if any enemy exists; otherwise fire toward the pointer, or straight forward if no pointer has been used. Allow firing by mouse/pointer click, Space, and a visible touch-friendly FIRE button at bottom-right on coarse-pointer/mobile devices. Rate-limit shots to one every 230ms.

Enemies are brightly emissive low-poly faceted spheres/icosahedra, roughly radius 0.48, spawning randomly along one of the four arena edges, about one unit in from the boundary. They move directly toward the turret. Spawn the first enemy immediately and continue spawning; the interval is max(0.45 seconds, 1.25 - wave×0.045). Enemy speed is 1.1 + wave×0.09 and their hit points are 1 + floor(wave/3). Rotate enemies as they move. When an enemy reaches within 1.15 units of the turret, remove it, subtract 75 points but do not let the score go below zero, and reset the combo to 1.0. (Match the source behavior; there is no separate health bar.) Advance to the next wave every 22 seconds, show a brief “Wave N” banner, and reduce combo by 0.4 but never below 1.0.

Each fired shot is a small glowing spherical color bomb traveling quickly in a straight horizontal direction at about 13 units/second, with a 2.2-second lifetime. Cycle bomb colors through pink/red, cyan, yellow, purple, and green. When a bomb hits an enemy within about 0.7 units, reduce that enemy’s HP; if its HP reaches zero remove it. Whether it hits an enemy or expires/leaves the arena, make it explode into a colorful paint splash. An explosion awards 100×combo score and increases combo by 0.25 up to 9.9. A splash is a flat translucent colored circle on the floor, around 0.75–1.1 units radius, plus a brief burst of about 18 tiny colored particles that fly outward/upward and then fall/fade. Splashes fade away over about 7 seconds. Each splash paints the arena’s logical 20×20 cell grid: mark cells within the splash radius as painted, award 12×combo for each newly painted cell, and briefly show a status message such as “Territory +N cells.” Painted percentage is based on unique painted cells out of 400, so it persists even after the visual splat fades.

Create a fixed translucent glassy HUD over the canvas. At top-left show SCORE, COMBO (formatted x1.0 initially), WAVE, and PAINTED percentage, beginning at 0, x1.0, 1, and 0%. At top-right show instructions equivalent to: “Move: WASD / arrows · Auto-aim locks onto the nearest enemy” and “Fire: click, Space, or the mobile button · Paint the arena.” Use rounded dark panels with subtle white borders, blur, and shadow. Show a temporary gold glowing wave banner near the top center when a wave begins. Show the pointer crosshair only after pointer movement. At the bottom center show a small translucent status line, initially “Color charge ready”; after each shot show a cycling charge indicator like “Bomb loaded · 2/5,” and after painting show the territory gain message. On touch devices, show a glowing circular FIRE button with a warm gradient from pale yellow to orange/pink/purple; hide that button on fine-pointer desktop devices.

Add subtle camera/scene shake impulses on firing and stronger impulses on explosions or turret impacts, damped each frame. Keep the overall presentation clean and uncluttered, with no invented weapons, powerups, health bars, walls, or menus. Include a game-over overlay styled as a dark centered rounded card titled “Color drain,” displaying the final score and the message “Keep the turret alive and paint more territory,” with a Restart run button; wire restart to clear enemies, bombs, particles, splashes, and painted cells and reset score, combo, wave, timers, and turret position. Match the source’s dark navy background, neon emissive geometry, grid arena, orthographic framing, and responsive full-window layout.

More free browser games

Browse the whole Arcade →