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Arcade › Galactic Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. w4tszrdfhjyg built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Galactic Drift yet. Play it, then tell w4tszrdfhjyg what you would add next.
Galactic Drift was built by w4tszrdfhjyg 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 Galactic Drift 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 playable 3D third-person/top-down arena space shooter titled “Galactic Drift,” built with Three.js or an equivalent browser 3D engine. The camera is a perspective camera positioned above and behind the player, looking down into a circular open arena; keep the player and nearby action centered while showing the arena rim and starfield. Use a dark space background with fog and a large circular planetary/asteroid-like arena platform. The visual style is low-poly sci-fi: faceted rocks, glowing rings, emissive crystals, simple geometric spacecraft, colored atmospheric lighting, strong shadows, and a palette that changes per world. The player controls a small white/silver wedge-shaped spacecraft with broad wings, a bright cyan glowing core, and a cyan thruster. It hovers just above the ground and can move freely in four directions within the circular arena, with smooth acceleration and an arena boundary. The ship faces its movement direction. Add a short-lived glowing cyan plasma blade projecting from the front for melee attacks. The player has hull health, can be damaged by enemy contact and projectiles, and when destroyed the current world relaunches after a short delay with the quest reset. Controls: WASD or arrow keys move, Space fires the forward blaster, Shift boosts movement speed, E activates the plasma blade, Q talks/advances dialogue and skips cutscenes, and R opens the shop when safely landed. Also provide mobile/touch controls: visible directional buttons (UP, DOWN, LEFT, RIGHT), FIRE, BLADE, BOOST, TALK, and SHOP buttons. Build three sequential worlds. World 1 is “Dust Meridian,” a warm dark-brown desert/canyon arena with orange rim lighting and faceted rocks. Its quest is to destroy 6 raider drones. World 2 is “Glacier Ring,” an icy blue arena with pale ice tones, cyan/white highlights, and five recoverable glowing data cores placed around landing pads and the arena; destroying or avoiding patrol drones is part of the danger, and collecting all five triggers its boss. World 3 is “Forge Halo,” a volcanic brown/orange forge arena with red-orange glow; destroy 8 sentry drones, then approach/touch the central beacon to activate it and summon the final boss. Each arena should contain a south home landing pad, west and east outpost pads, and a north gate pad. Pads are dark circular platforms with glowing colored rings. The player starts on the south pad and is initially landed. Place a hovering holographic quest giver near the home area: a faceted glowing crystal/octagonal hologram over a pedestal with an illuminated ring. Talking near the giver opens a dialogue box with the world-specific speaker and quest instructions. Use the actual story names and dialogue roles: Marshal Veyra on Dust Meridian, Archivist Suri on Glacier Ring, and Commander Nilo on Forge Halo. The mission feed should explain the current objective and progress. Drones are floating low-poly faceted diamond/octahedron enemies with glowing rings. Spawn the required patrols distributed around the arena. They move toward the player, bob and rotate, collide for damage, and can be destroyed by blaster shots or a forward plasma-blade strike. Each destroyed drone awards credits and advances the relevant objective. Player blaster bolts are small bright cyan spheres; companion bolts are warm yellow/orange. Add hit effects/feedback through glowing projectiles and toast messages. Give the player an always-present friendly wingmate named Kite: a smaller cream-colored geometric spacecraft with a cyan core that follows behind and to the side of the player, rotates toward nearby threats, and automatically fires at the nearest enemy or boss. Include a persistent wingmate upgrade level that improves its firing rate and damage. The player blaster, hull, blade, engine, and wingmate can all be upgraded persistently between worlds. Hull upgrades raise maximum hull and partially repair it; engine upgrades increase speed and boost; blaster upgrades improve damage, projectile speed, and fire timing; blade upgrades improve melee damage and cooldown; wingmate upgrades improve Kite. Credits come from destroyed drones, collected cores, and bosses. When it is safe to do so on a landing pad, open a spaceport refit shop with R or SHOP. The shop is an overlay panel with credits and buttons for Pulse Cannons, Hull Plating, Blade Amplifier, Ion Thrusters, Wingmate Kite, and Field Repair. Purchases have increasing costs and persistent levels; field repair restores hull. Do not allow the shop during a boss fight or while unsafe. Show a mission-feed reminder when docked that R/SHOP can open the refit panel. After the objective is completed, spawn a large boss near the north gate and display a prominent boss health bar. Bosses have separate shield and hull phases: damage depletes the shield first, then hull; when health reaches roughly two-thirds and one-third, the boss enters a stronger phase, restores a shield, fires faster/more projectiles, and summons reinforcements. Dust Meridian’s boss is Ace Rax Korr, an orange-toned geometric ship using fast strafing/dive-bomb charges and spreading shots. Glacier Ring’s boss is the Cryo Warden, a pale cyan boss using direct frost shots and radial frost-burst rings. Forge Halo’s boss is Warlord Serik, a hot orange boss using multi-shot heavy forge barrages and lane-saturating projectile patterns. Bosses move, strafe, lunge, fire enemy projectiles, and damage the player on contact. Defeating a boss awards credits, completes the world quest, and unlocks the glowing north gate. Use a large torus gate with a luminous circular core at the north edge of the arena. It is dim/locked before the boss is defeated and bright/emissive after the quest is complete. Flying into the unlocked gate advances the campaign. Between Dust Meridian and Glacier Ring, and between Glacier Ring and Forge Halo, show a skippable “Jump Corridor” story cutscene overlay with several lines of lore/dialogue and a moving cinematic camera; Q or TALK skips it. After the final Warlord Serik fight, show a skippable “Sector Liberated” ending cutscene and then a campaign-complete state. HUD should match a polished sci-fi cockpit/game overlay. At top left, show the title GALACTIC DRIFT and stats for World, Hull, Quest, and Credits; include blade cooldown and wingmate level/status. In the screenshot-like compact mobile layout, the top area has translucent dark navy rounded panels and pill-shaped world tabs such as Dust Meridian, Glacier Ring, and Forge Halo. Show the current objective and progress in a bottom-left “MISSION FEED” panel, including text such as the active quest and “0/6 drones cleared.” Show floating toast notifications for hits, objective completion, boss phases, repairs, and gate unlocks. Show dialogue in a translucent lower overlay with speaker name, text, and Q/TALK prompt. Show the boss name and a horizontal shield/hull bar when active. Add a visible translucent mobile control cluster at lower right with UP, FIRE, BLADE/BOOST, LEFT, DOWN, RIGHT and related action buttons. Use three world-specific palettes: Dust Meridian dark purple sky, brown ground, orange rim and warm crystal; Glacier Ring deep navy sky, icy blue ground, cyan accents and white crystals; Forge Halo dark reddish sky, brown volcanic ground, orange/red accents and warm crystals. Add a starfield, exponential dark fog, ambient hemisphere light, directional sunlight, emissive materials, shadows, hovering/bobbing animations, rotating rocks/drones/pickups, and simple browser-synth background music plus blaster, blade, impact, boss-entry, and upgrade sounds. Include state for current world, hull/max hull, credits, persistent upgrade levels, quest progress/completion, beacon state, boss health/shield/phase, companion state, shop visibility, dialogue, cutscene, pickups, and win state.