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Glitch Cabinet

  • 2d
  • arcade
  • space-shooter
  • invaders
  • pixel-art
  • neon
  • endless
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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. Sam Hsu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Glitch Cabinet yet. Play it, then tell Sam Hsu what you would add next.

Make your own game

Glitch Cabinet was built by Sam Hsu 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 Glitch Cabinet 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 Glitch Cabinet

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-based 2D fixed-screen arcade shooter called "Glitch Cabinet". Render a responsive, full-window, pixelated canvas with a dark navy-to-purple vertical gradient background, scattered twinkling cyan stars, and a magenta retro grid covering the lower portion of the playfield. Use crisp, blocky rectangles and Courier New-style typography with cyan and hot-pink glow accents, evoking a neon glitch arcade cabinet.

The game starts in a menu state. Keep the HUD visible at the top: four separated dark translucent panels with cyan borders/glow reading SCORE 000000, LIVES 3, WAVE 1, and a pink multiplier panel reading x1. Center the title around the upper-middle: large cyan "GLITCH CABINET" with a hot-pink offset/shadow glitch effect, followed by "DEFEND THE ARCADE CORE" in pale blue. Below it display "Rows incoming. Keep the combo alive." and a large cyan INSERT COIN button with a pink offset shadow. Clicking the button, or pressing Space, starts the game and hides the title/menu message.

During play, control a small pixel-art neon player ship near the bottom edge. The ship is built from rectangles: cyan central body, pale cyan cockpit, pink vertical antenna, pink base strip, and small purple side thrusters. Move horizontally only, clamped within the screen, using Arrow Left/Right or A/D. Provide touch-friendly on-screen controls fixed along the bottom: cyan outlined left and right arrow buttons on the lower-left and a larger pink outlined FIRE button on the lower-right. These buttons should support holding via pointer/touch. Space or holding FIRE shoots continuously subject to a roughly 0.18-second cooldown.

The core mechanic is defending against descending formations of enemies. At wave start, spawn a formation of 5 to 9 columns depending on screen width and 2 to 4 rows depending on wave number; ordinary enemies are about 28x22 pixels, arranged near the top in rows, and slowly descend while the formation makes side-to-side stepping movement. Draw each ordinary enemy as a dark purple block with an alternating hot-pink or violet inner body, cyan side details, and two small white eyes. The player fires narrow cyan vertical pixel bullets upward; bullets travel quickly and disappear off-screen. A bullet hitting an enemy removes one hit point, creates a colored square particle burst, and destroys ordinary enemies in one hit.

Award 100 points per ordinary enemy, multiplied by the current combo multiplier. Each destroyed enemy increases the multiplier by 1 up to x9 and refreshes a roughly 2.2-second combo timer; if the timer expires, reset the multiplier to x1. Completing a formation grants an additional 250 points, then immediately advances to the next wave. Display a centered cyan "WAVE N" banner briefly at each regular wave.

Every fifth wave is a boss wave. Spawn one large boss centered near the top, about 110x58 pixels with 18 HP, plus six small ordinary enemies in a row beneath it. Draw the boss as layered dark purple, violet, hot-pink, cyan-eye, and orange rectangles, with a thin orange health bar above it that reflects remaining HP. The boss gently oscillates horizontally and vertically. Each boss hit reduces HP and creates particles; destroying it awards 500 multiplied points. Show an orange "BOSS WAVE N" banner briefly on boss waves. The six accompanying enemies behave like ordinary enemies.

Enemies continuously descend; if an enemy reaches the player's lower area, or the boss gets close enough to the player, remove that enemy and cost one life. The player begins with 3 lives. On losing a life, reset the multiplier to x1, clear the combo timer, briefly make the ship blink with invulnerability, shake the screen, and emit hot-pink square particles. When lives reach zero, stop gameplay and show the menu/title overlay again with the message "CABINET SIGNAL LOST — FINAL SCORE NNNNNN" and change the button label to "REBOOT CABINET". Starting again fully resets score, lives, wave, multiplier, enemies, and player position.

Use small square particle bursts for shooting, enemy damage/destruction, and player loss, with gravity-like particle motion and short lifetimes. Add a subtle screen shake on player damage. Keep the game responsive to window resizing, cap device pixel ratio at 2, preserve pixelated rendering/no smoothing, and place the player at approximately screen height minus 72 pixels. Maintain a simple HUD updated in real time. Do not add features not described here; there is no camera scrolling, inventory, audio requirement, power-up system, or enemy firing mechanic.

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