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Arcade › Last Orbit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eric Cartman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Last Orbit yet. Play it, then tell Eric Cartman what you would add next.
Last Orbit was built by Eric Cartman 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 Last Orbit 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 polished playable 3D arcade game titled “LAST ORBIT.” Use Three.js or an equivalent real-time 3D engine with an orthographic camera looking down at a horizontal orbital arena from an elevated angle (camera around (0,10,10), looking at the origin). The background should be nearly black/navy with subtle exponential fog, a sparse field of small blue-white stars, and several huge faint cyan/violet concentric rings in the distance. The visual style is minimalist futuristic neon: cyan #6cf6ff, violet #8d6bff, red #ff355e, and white glowing accents, with bloom-like additive halos and reflective/emissive materials. The playfield is centered on a faceted violet glowing energy core (an icosahedron) with a soft cyan halo. Surround it with two thin luminous circular tracks/orbits lying in the horizontal XZ plane: an inner cyan orbit at radius about 3.15 and an outer violet orbit at radius about 4.65. The player is a small bright white/cyan glowing sphere with a larger transparent cyan glow and a short fading trail of tiny cyan spheres. It continuously travels clockwise around the current orbit; it must never stop. Start on the inner orbit. The player’s angular speed starts around 1.18 radians per second and steadily accelerates as survival time increases, reaching roughly another 1–2 units of speed over a long run. The sole movement action is switching between the two orbits. On each tap, click, or Space-bar press, toggle the player’s target track between inner and outer orbit, with smooth interpolation so the sphere visibly slides radially from one orbit to the other while continuing forward. On desktop, support Space and mouse/pointer clicks; also allow the same tap interaction on touch devices. Include keyboard P/Escape and a visible pause button to pause/resume. Include a sound toggle and tasteful short synthesized blips for switching, collecting, near misses, milestones, and crashing, but the game should remain playable when muted. Continuously spawn red glowing hazards ahead of the player at a future angular position. A hazard is a short red luminous rectangular bar positioned across one of the two orbit lanes; sometimes spawn one bar on a random lane and sometimes spawn a paired gate with one bar on each lane. Make the first few seconds easier by spawning only a single random-lane hazard. Hazards become more frequent over time, with spawn intervals roughly decreasing from about 1.2 seconds toward a minimum near .55 seconds. When the player reaches a hazard’s angular position, crash if the player’s interpolated lane is within about .26 lane units of that hazard. End the run immediately, show a bright red particle burst and a brief camera shake, and present the game-over overlay. If the player passes a hazard on the other orbit, count it as a near miss: increase the combo (up to x12), award 100 times the new combo, display a temporary “NEAR MISS +…” toast and cyan particle burst, flash the screen subtly, and shake the camera slightly. Successfully passing hazards also awards 20 times the current combo and gradually increases the combo. Also spawn collectible cyan glowing octahedral energy fragments in front of the player at random angles, on either orbit, every roughly 1.2–2.6 seconds. Collect one when the player is close in angle (about .13 radians) and on the matching lane (within about .34 lane units). Hide the fragment, increment the fragment count, increase combo up to x12, award 150 times the resulting combo, play a bright sound, and emit cyan particles. Rotate uncollected fragments slowly. Score also gains a small time-based bonus when the run ends. The run should become progressively more tense through increasing speed and hazard density rather than adding other mechanics. The heads-up display is an HTML/CSS overlay above the 3D canvas. During play, put “LAST ORBIT / 01” at top left; centered at the top show SCORE, COMBO, and BEST with large bright numeric values, cyan emphasis on combo, and compact spaced futuristic labels. Put rounded translucent dark pause and sound icon buttons at top right. Near the bottom center show the pulsing instruction “TAP TO SWITCH ORBITS.” Show near-miss feedback as a centered toast around the upper-middle of the screen. Use responsive sizing for mobile screens. Before play, show a centered full-screen dark radial-gradient overlay with a clean futuristic start panel: eyebrow “A PRECISION ARCADE EXPERIENCE,” very large glowing two-line title “LAST ORBIT,” a small animated orbit demonstration with two elliptical rings and a moving white dot, the description “One sphere. Two orbits. One last chance. Switch tracks to thread the red gates, collect energy fragments, and stay in motion.”, a prominent “ENTER ORBIT” button, and “PERSONAL BEST” plus the saved best score. Include the instruction “TAP · CLICK · SPACE TO SWITCH.” Persist the personal best locally on the device. On collision, replace the start panel with a centered game-over panel labeled “ORBIT COLLAPSED.” Show either “SIGNAL LOST” or “NEW PERSONAL BEST,” the final score in cyan, and three result values: survival time in seconds, fragments collected, and best combo. Provide “RETRY” and “CHALLENGE A FRIEND” buttons; the latter should use native sharing when available or copy a message containing survival time and score to the clipboard. Retrying fully resets the run, removes old hazards/fragments/particles, and returns to the two-orbit action. Keep the entire experience focused on precise timing, continuous circular motion, avoiding red gates, collecting cyan fragments, and chasing a high score.”,