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Glitch Defense

  • 2d
  • arcade
  • shooter
  • space
  • pixel-art
  • cyberpunk
  • wave-based
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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 Defense yet. Play it, then tell Sam Hsu what you would add next.

Make your own game

Glitch Defense 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 Defense 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 Defense

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 arcade shooter titled “Glitch Defense.” Use a full-screen responsive HTML canvas with crisp pixelated rendering and a dark neon cyber-arcade presentation. The playfield should have a nearly black/navy-to-purple vertical gradient background, scattered tiny cyan stars that subtly drift, faint horizontal cyan scanline/grid bands, and a double inset cabinet frame: a bright magenta outer rectangle and a darker blue inner rectangle.

Gameplay is a single-screen fixed arena viewed straight-on. The player is a small stationary-height pixel turret near the bottom center: a dark outlined horizontal base with a bright magenta strip, a lime-green rectangular body, and a short yellow vertical barrel. Move it only horizontally, clamped to roughly the central 86% of the arena. Support keyboard controls Arrow Left/Right and A/D, plus on-screen touch buttons labeled ◀, ▶, and FIRE near the bottom corners. Hold Space (or the touch FIRE button) to shoot; the turret has a short automatic firing cooldown of about 0.17 seconds. Player shots are narrow bright-yellow vertical pixel bolts with a translucent glow, traveling straight upward.

The goal is to destroy incoming enemy formations before they descend to the player’s height. Normal waves form a grid of cyan-outlined, dark-filled pixel drones, with 2–4 rows and 5–9 columns depending on wave number. Their horizontal movement alternates by row and speeds up slightly with later waves; when the formation reaches either side boundary, all remaining enemies reverse direction and shift downward. If any enemy descends to the player line, the player loses one life. The player begins with 3 lives. On being hit, show a brief flashing turret and a magenta particle burst; reset the combo. Do not add enemy projectiles, since enemies only move and descend.

Each enemy is a blocky dark-blue rectangle with two small glowing eye/slot pixels. Regular drones are cyan and award 100 points. Starting after wave 2, the top row uses tougher yellow “elite” drones with 2 HP and awards 140 points; show a small green health strip above damaged enemies. A destroyed enemy bursts into colored square particles. Every fifth wave is a boss wave: put a large magenta-outlined dark “Glitch Core” boss near the top, with 18 + (wave number × 2) HP, worth 1500 points, moving side-to-side in a smooth sinusoidal pattern, plus four smaller cyan drones beneath it. Draw yellow accents on the boss and display a centered HUD boss health panel reading “GLITCH CORE // BOSS HP” with a magenta-bordered gradient health bar that shrinks from left to right. During boss waves, show the centered announcement “WARNING // BOSS WAVE”; otherwise briefly show “WAVE N” at the start of each wave.

Destroying enemies increases a combo multiplier, starting at x1 and capped at x9. Each kill raises the combo by one and awards enemy value multiplied by the current combo. Keep the combo alive with a roughly 2.2-second timer; when it expires, reset it to x1. Taking damage also resets it. Show square particle explosions in cyan, lime, yellow, or magenta according to the target and hit type. After all enemies are destroyed, wait briefly and automatically advance to the next wave.

Overlay a fixed HUD above the canvas with four dark translucent stat boxes outlined in glowing cyan, reading SCORE (six-digit zero-padded score), LIVES, WAVE, and COMBO (such as x1), with yellow values and cyan glow. At the beginning, pause gameplay under a centered modal card with a glowing magenta border and dark translucent purple background. It should read “GLITCH DEFENSE” in large glowing magenta monospaced lettering, followed by “Protect the cabinet core. Arrow keys or A/D move. Space fires.” and a cyan-outlined “START WAVE” button. Clicking it resets score to 0, lives to 3, wave to 1, combo to x1, clears entities, starts wave 1, and hides the modal. When all lives are lost, stop the game and show the same modal with title “CABINET CORRUPTED,” text formatted like “Final score 000000 — wave N. Keep the combo alive and try again.” and a “REBOOT CABINET” button that restarts from wave 1.

Keep the visual language strictly limited to pixel/block geometry, sharp rectangular edges, monospace text, neon cyan (#45f5ff), magenta (#ff2bd6), lime (#7bff8a), yellow (#ffef6a), and deep purple/navy backgrounds. Add glow effects to text, borders, boss bar, and controls, but preserve hard pixel edges using image-rendering pixelated. Make the layout responsive for desktop and mobile, with touch controls visible along the bottom and slightly subdued on larger screens.

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