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Arcade › Fireline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sultanate ᴍᴇʜᴍᴇᴅ built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fireline yet. Play it, then tell sultanate ᴍᴇʜᴍᴇᴅ what you would add next.
Fireline was built by sultanate ᴍᴇʜᴍᴇᴅ 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 Fireline 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 portrait-friendly 2D arcade space shooter called “Fireline.” Use a full-screen HTML canvas with a fixed HTML/CSS HUD layered above it, dark neon sci-fi styling, and responsive sizing for desktop and mobile. The playfield is a vertical arena: a deep navy-to-purple vertical gradient background (#080d25 at the top to #12091d at the bottom), around 90 small pale-blue falling star particles of varied size and speed, and faint horizontal blue guide lines spaced vertically through the field. The camera is static and top-down/front-facing; the player remains near the bottom while enemies descend from above. At the top, show three translucent dark rounded pill panels with thin blue borders: SCORE with the current score and a smaller Best high-score value, WAVE with the current wave, and LIVES with the remaining lives. Start with score 0, wave 1, lives 3, and persist the best score locally between sessions. Initially show a centered title overlay around the upper-middle: large glowing white “FIRELINE,” the subtitle “Survive the incoming swarm.”, a bright cyan rounded “START MISSION” button, and the hint “Move with A/D or ◀/▶ · Fire with Space or the FIRE button.” Hide this message when the mission starts. When lives reach zero, stop the game and show “MISSION LOST,” “Final score: [score] · Best: [high score],” and a “RESTART” button. The player is a glowing cyan stylized triangular spaceship positioned roughly 105 pixels above the bottom edge. Draw it as a filled angular arrow/ship: a pointed nose at the top, wide swept lower points, with a smaller white inner triangle, cyan fill, and strong cyan glow. Move it horizontally only, using A/D or Left/Right arrow keys, with a speed of about 390 pixels per second and clamp it within roughly 28 pixels of either screen edge. On touch devices provide three large circular controls along the bottom: a left button with a left triangle, a centered 106px red/pink translucent circular FIRE button, and a right button with a right triangle. Holding the left or right touch control moves the ship; pressing or holding FIRE shoots. The player fires narrow glowing cyan vertical bolts upward. Fire with Space (or Spacebar) or the FIRE button. Shots have a roughly 0.18-second cooldown, travel upward at about 620 pixels per second, and disappear above the top. Holding the fire input repeatedly fires at the cooldown rate. Spawn one enemy at a time at random horizontal positions between about 30 pixels and the right edge minus 30 pixels, just above the top. Enemies are glowing hot-pink/red angular swarm craft: draw each as a diamond/arrow-like polygon with a top point, two lower side points, and an inward center point, filled #ff4e76 with a pink glow and a small yellow square core. Enemy sizes range from 22 to 40 pixels. They descend toward the bottom at a base speed of about 45 plus 7 times the current wave plus a random 0–32 variation, while gently swaying horizontally with a sine-wave motion. Begin spawning approximately every 0.9 seconds, shortening the interval by about 0.05 seconds per wave but never below 0.28 seconds. A bolt hit destroys an enemy, awards 10 points, removes the bolt, and emits a brief burst of pink particles. Every time the score reaches a positive multiple of 150, increment the wave, increasing enemy speed and spawn pressure. If an enemy passes below the screen, remove it, subtract one life, and emit an orange burst near the bottom. If an enemy collides with the player, remove it, subtract one life, and emit a cyan burst around the player. Update the HUD immediately after scoring or losing a life. At zero lives, end the mission and show the loss overlay. Use short-lived square particles with randomized directions, speeds, colors, sizes, and fading alpha for destruction/collision effects. Render all gameplay with crisp canvas shapes, neon glows/shadows, and no external image assets. Keep the interface dark, clean, and high contrast: white/cyan text and controls, pink/red enemy and fire accents, subdued blue-gray secondary text. Support keyboard and pointer/touch input, prevent touch scrolling, and allow starting/restarting from the button; pressing Enter or Space while not running can also start the mission. The game loop should animate falling stars, bullets, enemies, and particles continuously, with a capped frame delta for stable motion.