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Fuel Line

  • 2d
  • arcade
  • vector
  • arena-defense
  • co-op
  • space-shooter
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How to play

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

Discussion

Nobody has said anything about Fuel Line yet. Play it, then tell Tom Nash what you would add next.

Make your own game

Fuel Line was built by Tom Nash 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 Fuel Line 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 Fuel Line

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 2D top-down vector arena defense game titled “FUEL LINE.” Use a full-screen black canvas with a minimalist retro arcade/vector aesthetic: thin white and pale-cyan glowing line art, Courier New/monospace HUD text, subtle bloom/glow, and no textured background. The arena is centered slightly below screen center and represented by two faint concentric circular boundary lines. Objects can wrap around the screen edges, so leaving one side brings them back on the opposite side.

Start on a full-screen menu overlay with a translucent black backdrop and a thin white rectangular panel with a faint glow. Show the large widely spaced title “FUEL LINE,” cyan subtitle “VECTOR ARENA DEFENSE,” and instructions: “Protect the eight fuel canisters. Thieves attach them to their rear and run for the edge. Shoot the carrier — then survive the swarm.” Provide selectable buttons “1 PLAYER” (selected white-filled state by default) and “2 PLAYER CO-OP,” plus “START DEFENSE.” Show keyboard controls: P1 turn A/D, thrust W, fire Space; P2 turn Left/Right, thrust Up, fire Enter. Include the line “Momentum matters. Thrust, turn, and wrap around the arena.” On narrow/touch screens, use on-screen directional/thrust buttons and circular fire buttons for each player.

When started, show a fixed HUD at the top: left “SCORE 000000,” centered “WAVE 1” above “FUEL 8/8,” and right “1P” or “2P.” Place eight small glowing white diamond/square-outline fuel canisters in a ring around the arena center. They pulse subtly. The goal is to keep all eight canisters from being stolen.

Players are small outlined vector ships/tanks shaped like pointed arrowhead craft, with a short internal line and optional cyan thrust trail. Player 1 is white and starts just left of center facing upward; in two-player mode Player 2 is pale cyan and starts right of center facing downward. Each craft has momentum: left/right rotates it, thrust accelerates in its facing direction, friction gradually slows it, and speed is capped. Player 1 uses A/D/W/Space and Player 2 uses Left/Right/Up/Enter. Fire glowing short white projectiles forward with a cooldown; shots inherit player velocity, wrap around the screen, and disappear after a short lifetime.

Enemies spawn just outside the circular arena boundary and move inward. Draw them with the same pointed vector craft style: raiders in white, scouts in pale cyan, and hunters in pale red. They steer toward the nearest living, uncarried canister. On reaching one, pause briefly, then attach the canister behind their rear and enter an escape phase, steering toward the edge of the arena. A visible white line/connection should indicate the canister being carried. If a carrier crosses the outer boundary, remove that canister permanently, flash the screen, shake the view, and emit particles. Players can shoot enemies; destroying an enemy awards points and causes a glowing burst and floating score text. If a carried enemy is destroyed, drop the canister at its position so it can still be threatened. Player-enemy collisions knock out the player temporarily and drop any carried canister. Hunters, appearing in later waves, can also shoot pale-red projectiles toward nearby players.

Use wave progression: begin with a short start delay, spawn a growing number of enemies over time, and advance to the next wave when the enemy group is cleared. Increase enemy speed and introduce scouts from wave 2 and hunters from wave 4. Display floating “WAVE N,” “FUEL LIFT,” and “+100/+130/+180” style feedback as appropriate. Raiders are worth 100, scouts 130, and hunters 180. Maintain the top HUD as fuel canisters are lost. Add simple synthesized arcade beeps for firing, attaching, destruction, wave changes, and fuel loss if audio is available.

Render all shots as short glowing line streaks, explosions/thrust as tiny square particle bursts, and use subtle screen shake on impacts and a brief white flash when fuel is stolen. The game ends only when all eight canisters have been stolen: show a full-screen overlay panel titled “LINE LOST,” subtitle “ALL FUEL CANISTERS STOLEN,” the final padded score, and “RESTART” and “MAIN MENU” buttons. Preserve the stark black, white, cyan, and pale-red vector presentation throughout.

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