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Arcade › Horde Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdallah built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Horde Circuit yet. Play it, then tell Abdallah what you would add next.
Horde Circuit was built by Abdallah 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 Horde Circuit 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.
Recreate "Horde Circuit" as a portrait-friendly 2D top-down survival shooter on a full-screen HTML canvas. Use a dark navy-to-near-black radial-gradient background with a faint blue/purple grid whose lines slowly drift diagonally. Keep the camera fixed to the screen; the player moves within screen bounds rather than scrolling. The visual style is clean neon arcade UI: glowing cyan player, pink/red enemies, mint and magenta energy pickups, pale yellow bullets, soft bloom/shadows, and translucent dark HUD panels with rounded borders. On the title/menu screen, show the glowing cyan circular player at the center behind a centered message in the upper-middle area: large uppercase title “HORDE CIRCUIT”, subtitle “Survive the swarm. Your weapon fires automatically.”, and a pill-shaped cyan-to-violet gradient button labeled “START RUN”. Show the HUD even on the menu: a top-left translucent panel reading “LEVEL 1”, “0 enemies defeated”, and “00:00”; a top-right/top-wide panel labeled “ENERGY” with “0 / 8” and an empty rounded progress bar. On desktop, show the bottom instruction “WASD / arrows to move · Space to dash”; on touch devices show a translucent circular virtual joystick at bottom-left instead. When the run begins, hide the center title/button and reset the run: level 1, score 0, timer 00:00, energy/XP 0 of 8, player at the screen center, 100/100 HP, and no existing enemies, bullets, pickups, or particles. The player is a bright cyan glowing orb about 15 pixels in radius with a small pale arrow/wedge indicating facing/aim direction. Move with WASD or arrow keys, normal speed about 205 pixels/second, clamped inside the screen with roughly 22 pixels of margin (and avoid the top HUD). On touch, use the bottom-left joystick: calculate a normalized direction from the knob displacement, limit the knob travel, and move continuously while held. Press Space to dash: for 0.45 seconds multiply movement speed by about 2.8 and emit a cyan burst; allow another dash after the dash timer expires. Display “DASHING!” briefly while active. There is no manual fire control: the weapon automatically fires every 0.36 seconds at the nearest living enemy. Aim each shot directly toward that enemy, create a small glowing pale-yellow projectile traveling about 470 pixels/second, with 22 damage and a short lifetime, and add a tiny muzzle particle burst. Spawn enemies continuously just beyond one of the four screen edges, at a random position along that edge. The first spawn is nearly immediate, then the interval starts around 0.8 seconds and gradually decreases with elapsed time, never below about 0.18 seconds. Enemies move directly toward the player. Normal enemies are small glowing red/pink circles around 11–14 pixels radius, with dark two-dot eyes, 32 HP plus 4 per current level, speed around 55–85 plus a small time-based increase, and 10 contact damage per second. On collision they remain overlapping and drain player HP continuously. Occasionally spawn an elite enemy, with probability increasing with time but capped around 16%: make it a larger glowing hot-pink circle around 18 pixels, outlined in gold, with dark eyes, 90 HP plus the level bonus, speed 42 plus the time increase, and 22 contact damage per second. Bullets disappear after hitting one enemy or expiring; hit enemies flash briefly and create a pale yellow impact burst. Defeated enemies create a glowing pickup at their death position: normal enemies drop small mint-green energy orbs worth 1 XP; elites drop larger magenta orbs worth 3 XP and create a more substantial pink burst. Increment the defeated-enemy counter when an enemy dies. Give the player an energy magnet radius of about 72 pixels. Pickups inside that radius accelerate toward the player at roughly 240 pixels/second, and are collected on contact. When collected, add their XP to the energy counter. When energy reaches the current requirement, subtract the requirement, increase the level, increase the next requirement by multiplying it by 1.35 and rounding up, increase weapon damage by 5, reduce the firing interval by 0.025 seconds but never below 0.12, increase max HP by 8, and heal up to 30 HP without exceeding the new max. Briefly show a centered dark translucent notification panel near the top reading “LEVEL UP • POWER INCREASED” with a cyan outline. The HUD continuously updates level, defeated count, elapsed mm:ss timer, energy text, and the cyan-to-violet energy bar fill. Player HP is represented in-world by a small green bar above the player whenever HP is below maximum. When HP reaches zero, end the run immediately: stop gameplay updates, keep the dark grid scene visible, change the center title to “RUN OVER”, change the subtitle to “You defeated [score] enemies in [mm:ss].”, and change the button text to “TRY AGAIN”; pressing the button or Enter starts a fresh run. Enter should also start the game from the title screen. Use responsive sizing and device-pixel-ratio-aware canvas rendering, with pointer/touch controls and keyboard controls working together. Preserve the restrained palette and uncluttered neon-on-dark presentation rather than adding extra weapons, menus, enemy types, or features not described here.