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Headbreak

  • arcade
  • breakout
  • 2.5d
  • sci-fi
  • neon
  • portrait
0
Remix it Discord

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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. alansteenson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Headbreak yet. Play it, then tell alansteenson what you would add next.

Make your own game

Headbreak was built by alansteenson 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 Headbreak 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 Headbreak

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/2.5D Three.js arcade game titled “Headbreak.” Use an orthographic camera looking straight at a dark rectangular playfield, with a deep navy background and subtle neon sci-fi presentation. The arena spans most of the screen, bounded by dark blue side walls and a top wall. At the top, draw a four-row brick wall of 8 bricks per row (32 total), each brick about 2 units wide with small gaps: top row purple, second row hot pink, third row orange, and bottom row cyan/blue. Give the bricks slight 3D thickness, glossy/emissive materials, and soft colored glow. Put a small bright white/pink-glowing ball near the bottom center, initially stationary until the player first presses a control; once started it moves diagonally at roughly 4.1 horizontal and 5.1 vertical units per second, bouncing off the side and top boundaries.

The player paddle is not a conventional bar: it is a large stylized 3D head model centered near the bottom of the playfield, scaled to fit about 2.6 units. Load the supplied OBJ/MTL/texture model from the attached asset archive when available, normalize it to a consistent size, and orient it toward the camera. If the asset cannot load, use a pale rounded head fallback with two small glowing pink eyes. The head slides horizontally only, controlled by A/D or Left/Right arrows, clamped inside the arena; movement speed is about 8 units/sec. The ball bounces from the head, with its outgoing horizontal direction determined by where it hits the head. The effective paddle/head collision size scales with the current head size.

Make the objective to destroy every brick before losing all lives. Start with 3 lives, score 0, and head size 100%. If the ball drops below the bottom boundary, subtract one life and respawn the ball at the lower center with a fresh upward diagonal trajectory; show Game over when lives reach zero. Each normal brick hit removes one brick and awards 10 points. When all bricks are destroyed, show Wall destroyed and the final score. Include a restart button and allow R to restart after game over or completion; restarting restores all 32 bricks, score 0, 3 lives, normal head size, and no laser boost.

Add falling powerups when a normal brick is destroyed, with a 30% chance. Each is a small glowing horizontal rectangular token that falls downward and spins: cyan/teal “grow” increases head size by 25%, capped at 165%; pink “shrink” decreases it by 25%, floored at 65%; purple “laser” activates a 10-second laser boost. The HUD must visibly show Score, Lives, and Head percentage, updating continuously. The player can fire eye lasers with Space or an on-screen “EYE LASERS” button. A shot creates two narrow hot-pink vertical laser beams aligned with the head’s two eyes and traveling upward at about 13 units/sec. Normally firing has a 0.45 second cooldown; during the laser boost it has a 0.18 second cooldown. Lasers destroy bricks on contact for 20 points each and disappear at the top of the arena.

Build a polished glassy HUD over the canvas: upper-left panel says HEADBREAK in spaced, bold cyan lettering and the subtitle “Break bricks. Catch powerups. Fire from the eyes.” Upper-right panel shows Score, Lives, and Head in bright mint values. Center a translucent dark message panel near the top with a title and explanatory subtitle, plus a mint Restart button. Initially show a loading/opening message, then “Headbreak” / “Move to launch the ball”; after the first input change to “Break the wall” with a short instruction. On desktop, show the hint “A/D or ←/→ move · Space fires lasers” and explain “Catch cyan = bigger · pink = smaller · purple = laser boost.” On touch devices, provide large dark rounded Left and Right arrow buttons at the bottom-left and a prominent EYE LASERS button at the bottom-right; support press-and-hold controls. Use rounded translucent navy panels, thin cyan borders, mint highlights, hot-pink laser accents, soft bloom-like emissive lighting, and responsive resizing while preserving the centered arcade layout. Add basic Three.js lighting so the head, ball, tokens, and brick thickness read as softly lit 3D objects against the flat dark arena.

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