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Meteorite Growth

  • 3d
  • arcade
  • space
  • collectathon
  • survival
  • low-poly
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. Beno Akun built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Meteorite Growth yet. Play it, then tell Beno Akun what you would add next.

Make your own game

Meteorite Growth was built by Beno Akun 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 Meteorite Growth 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 Meteorite Growth

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 playable 3D space arcade game titled “Meteorite Growth.” The player controls a small, irregular gray low-poly meteorite drifting in a dark, nearly black starfield with subtle fog. Use a perspective camera that follows just behind and above the meteor, with mouse drag for look/orientation; the camera should generally face the direction of travel and keep the meteor centered. The meteor is an icosahedron-like faceted rock with a faint cyan glowing torus/ring around it; it visibly scales up as it gains mass and slowly spins. Render a deep-space background containing many scattered tiny white stars plus numerous floating cyan collectible spheres, dark-gray faceted rocks, and occasional conspicuous red cone-shaped kill shards.

Core objective and progression: fly forward through successive planetary regions, collecting mass and becoming larger, then reach Earth and collide with it while sufficiently large. Show only the current target planet far ahead along the negative-Z travel direction, as a large simple shaded sphere. Progress through these targets in order: Mercury (gray, radius about 12), Venus (golden, radius about 18), Mars (red, radius about 15), Jupiter (tan, radius about 42), Saturn (pale tan, radius about 38 with a prominent angled ring), and finally Earth (blue, radius about 22). Reaching the current planet’s approach distance advances to the next stage and spawns a fresh debris field around the next target. Earth requires player size/radius at least 12.5; if this requirement is met, colliding/reaching Earth displays “Earth destroyed. You win.” If not, end with a message explaining the required size. After winning or losing, show “Press R to restart.”

Movement should be free-flight in 3D with acceleration and inertia. WASD or arrow keys thrust relative to the camera: forward/back and left/right; Q and E provide vertical movement (E also triggers the objective ping). Holding Shift boosts acceleration by about 1.85x. Holding Space brakes strongly. Apply drag and a soft speed cap around 42, slightly lower for larger meteorites. Keep the player within a broad readable boundary, about 180 units horizontally and 100 vertically, bouncing/reversing gently at the edges. The mouse controls the camera look. Press E to briefly show a bright cyan directional arrow from the meteor toward the current planet and a small “Objective ping” message.

Spawn debris fields in wide regions along the route. Mass orbs are small cyan emissive spheres, harmless and collectible. Scatter roughly 60 initially (and larger fields near later planets), with values around 1–3 mass each. They should be attracted toward the meteor when within its collect radius, then disappear on contact. Each pickup increases the player’s mass progress and grows the meteor’s radius, initially around 1.0, with diminishing growth toward a hard maximum radius of 18. Display the current size and maximum in the HUD. Collecting enough mass levels the player up: begin with 12 mass needed, then increase the next requirement by approximately 18% plus 6 after each level. A mass progress bar should show progress toward the next level.

Rocks are larger dark gray low-poly dodecahedron-like objects, slowly drifting and rotating. On collision, a rock larger than the meteor destroys the player with “Crashed into a larger rock.” Smaller/equal rocks normally bump the player, reduce radius slightly (but not below about 0.85), and push the meteor away. The player can unlock DM (Destructive Momentum), after which collisions with rocks no larger than the meteor shatter them instead. Shattering removes the rock and creates several small pale-green/cyan mass drops with slight outward velocities; collecting those drops contributes mass. Red cone-like Kill Shards are rare dangerous objects and always destroy the meteor on contact, showing “Destroyed by a kill shard.” Include soft synth-like pickup tones and impact/shatter sounds if audio is available.

Whenever the player crosses a level threshold, pause gameplay and display a centered dark translucent rounded rectangular modal. It must say “Level Up!” and “Pick one upgrade:” with two side-by-side choices: “+ Collect Radius” / “Pull mass from farther away.” and “DM (Destructive Momentum)” / “Shatter same-size rocks into drops.” The first option is selected by default with a visible outline/highlight. The player can click either option, use left/right or A/D to select, and press Enter to confirm; clicking a choice may also confirm immediately. The Collect Radius upgrade increases the magnet radius by about 1.35, starting from 3.2. The DM upgrade enables destructive momentum. Resume play after selection.

Use a minimalist, restrained low-poly visual style: black/navy space, dim gray rocks and planets, bright cyan collectibles and UI accents, and vivid red hazards. Add subtle ambient and directional lighting so the faceted geometry reads clearly without making the scene bright. HUD should be a compact overlay with chips showing “Stage: [planet]”, “Size: current / 18”, “Lvl: number”, and “DM: ON/OFF”, plus a cyan mass progress bar. Center-screen temporary messages should announce level-ups, stage entry, objective pings, upgrades, failures, and victory. The initial visible state should resemble a dense field of cyan orbs and gray rocks around the small meteor, with the current stage indicator reading Mercury; the level-up modal should look like the supplied screenshot when active.

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