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Arcade › Kızıl Çekirdek

Kızıl Çekirdek

  • 2d
  • survival
  • arcade
  • top-down
  • endless
  • minimalist
  • neon
  • touch
0
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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. glwn1 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kızıl Çekirdek yet. Play it, then tell glwn1 what you would add next.

Make your own game

Kızıl Çekirdek was built by glwn1 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 Kızıl Çekirdek 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 Kızıl Çekirdek

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 fullscreen, responsive 2D top-down survival game titled “Kızıl Çekirdek” (Turkish for Red Core), rendered on an HTML canvas with no scrolling. Use a very dark navy/black space-like background with a subtle radial gradient (slightly lighter blue around the center) and sparse dim blue-gray stars. Keep the visual style minimalist, neon-red, atmospheric, and retro-terminal-like; use a Courier New/monospace font for all interface text.

At startup, show a fixed HUD across the top, about 74 px tall, nearly opaque black. Put “SKOR: 1542” on the upper left and “DALGA: 3” on the upper right in light gray-white, spaced monospace lettering. Under the playfield near the bottom center, display the faint hint “SÜRÜKLE: ÇEKİRDEĞİ HAREKET ETTİR”. Above the game, show a centered modal overlay covering the screen with a dark translucent black/red radial backdrop. Its narrow rectangular panel has a thin glowing red border, dark fill, and red shadow/glow. The panel title is “KIZIL ÇEKİRDEK” in bold red uppercase monospace lettering. Below it write: “Gölge sürüsü merkeze akıyor.\nAura içinde parçalanmadan hayatta kal.” and provide a red-outlined dark button labeled “BAŞLA”.

When BAŞLA is pressed, hide the overlay, reset the score to 1542, wave to 3, health to 100, elapsed time to zero, center the player at roughly 50% screen width and 55% screen height, and spawn about 34 enemies around the player. The player is a small bright red glowing circular core, approximately 13 px radius, with a tiny white highlight toward its upper-left. Surround it with a large translucent pulsating crimson aura about 94 px radius: a soft radial red gradient, a thin red circular outline, and a subtle breathing/pulsing scale. Draw a thin health bar below the core, roughly 56 by 3 px: a muted track with a red fill proportional to health.

The only player control is pointer/touch dragging: on pointer/touch press in the canvas, capture the pointer and have the core smoothly follow the pointer while it remains held; release stops following. Clamp the core to the screen, keeping it below the 74–90 px HUD area and away from the edges. Make the game usable on both desktop and mobile, with touch-action disabled on the canvas.

Enemies are a continuously growing shadow swarm. Each enemy is a small gray, simplified humanoid/shadow silhouette (roughly 5–9 px scale): a circular head, rectangular torso, and two short blocky side/leg-like appendages. Spawn them at random angles around the player, initially around 140 px to roughly 42% of the larger screen dimension away, and later farther out, around 58% of the larger dimension plus a random offset. Every shadow constantly homes directly toward the core at a speed around 20–42 pixels/second, increasing slightly with wave. Rotate each silhouette so it faces/moves toward the core. Use dark gray normally; make an enemy lighter gray when it is within the aura.

The core has no projectile or attack button. Survival is based on the aura: any enemy entering the aura (about player aura radius plus 7 px) is destroyed automatically, creating a small burst of red particles and awarding 8 score. Spawn around 5–7 tiny red particles on destruction, shooting in random directions and fading quickly, with occasional tiny red drop-like specks that fade after about two seconds. Enemies that reach the actual core damage health continuously at about 18 health per second and are slightly pushed back. The player can destroy enemies in the aura while trying to avoid direct contact. Maintain at least a growing swarm count: target approximately min(170, 30 + elapsed seconds*3.2), spawning replacements as necessary. This makes the visible pressure increase over time.

Increase the wave number by one whenever elapsed time exceeds the current wave number times 16 seconds (starting at wave 3), and update the top-right HUD. Keep the score HUD updated as enemies are destroyed. If health reaches zero, stop gameplay and show the overlay again. Change the title to “ÇEKİRDEK SÖNDÜ”, change the message to “Son skor: [score]<br>Dalga: [wave]”, and change the button to “TEKRAR OYNA”; pressing it fully resets and starts another run.

Use crisp canvas drawing with glowing radial gradients for the core and aura, red particle effects, and restrained opacity rather than elaborate art. Preserve the fixed HUD and centered modal layout on different aspect ratios; the panel should be about 84vw wide with a maximum width around 360 px. The initial screen should match the supplied look: almost black/navy background, faint stars, red modal glow, Turkish text, and the score/wave values already visible behind the modal.

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