Arcade › Orb Dodge
shi peak
Click the game above and it runs right here in your browser. No download, no installer, no account needed. vishvap417 built it with Cinevva, so it works on a phone or a tablet too.
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Orb Dodge was built by vishvap417 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 Orb Dodge 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.
Create a fullscreen responsive 2D canvas arcade survival game titled "Orb Dodge". The screen is a dark vertical space field with a subtle gradient from near-black navy (#0b0e1a) at the top to slightly lighter navy (#141a33) at the bottom, scattered with about 60 tiny white stars that slowly drift downward and respawn at the top. Keep the canvas edge-to-edge with no scrolling or page UI. The player is a glowing cyan orb near the bottom of the screen, initially centered horizontally and about 90 pixels above the bottom edge. It is a filled circle roughly 14px radius with a strong cyan glow and a small white highlight on its upper-left side. Move it horizontally only, clamped inside the screen: Arrow Left/Right or A/D on keyboard, and on touch/pointer allow the player to follow the horizontal pointer position while dragging. On the title screen, tapping/clicking or pressing Space/Enter starts the run; after death, the same inputs restart a fresh run. The goal is to survive as long as possible while avoiding falling glowing square blocks. Spawn blocks above the top edge at random horizontal positions. Each block is a square with random size between 22 and 56 pixels, falls downward, is randomly rotated and continuously spins, and has a bright neon glow. Use hot pink/red hues for ordinary blocks (roughly hue 340-400, saturated and light), while some blocks are purple (roughly hue 265-295) and home horizontally toward the player. The homing chance begins around 15% and increases with difficulty, capped at 55%; homing blocks accelerate toward the player's x position with capped horizontal velocity. Blocks fall at roughly 180-320 pixels/second plus a difficulty-dependent increase up to 340 pixels/second. Remove blocks after they pass below the screen. Use an endlessly increasing difficulty based on survival time. During the first 35 seconds, difficulty ramps from 0 to 1; after that it continues rising by 1 every 45 seconds. Spawn intervals begin around 0.42 seconds plus a small random variation, shrink as difficulty rises, and never go below about 0.09 seconds. At difficulty above 0.5, sometimes spawn a second block at the same spawn event; above 1.3, sometimes spawn a third. This should create increasingly dense, fast falling hazards while remaining an arcade dodge game. Use circle-versus-axis-aligned-square collision with a slightly forgiving hit radius: find the closest point on each block's unrotated collision rectangle to the player's center, and treat it as a hit when distance is less than the player's radius minus about 3 pixels. On collision, end the run, hide the player, emit around 26 small cyan square explosion particles in all directions with gravity, and briefly shake the screen. Persist the best score in local storage under a suitable key such as "orbDodgeBest". Scoring is automatic survival scoring: score equals floor(elapsed seconds * 10) plus bonus points from near misses. A near miss occurs once per block when the closest-point distance is within a graze radius of player radius + 26 pixels but outside the hit threshold. Award 5 points times the current consecutive graze streak, show floating gold text such as "+5" or "+10 x2" above the orb, and keep the streak alive for 3 seconds; reset the streak when its timer expires. Display an active streak over the top center as "Graze xN" in gold, fading as the 3-second window runs out. HUD: top-left show white bold text "Score N" at about 22px; top-right show muted white/gray "Best N"; while playing, center the top display with "Level N". Compute level as floor(difficulty * 5) + 1, and briefly make it pop larger and turn gold whenever it increases. Keep the HUD clean and minimal with system sans-serif typography. Title state before the first run: center "ORB DODGE" in large bold white lettering, then "Dodge the falling blocks", "Arrows / A-D or drag to move", and "Tap or press Space to start" in smaller translucent white text. During gameplay show only the space background, hazards, orb, particles/bonus text, and HUD. On death show the hidden orb and centered "GAME OVER" in bright pink/red, then "Score N Best N" and "Tap or press Space to retry". Include a subtle camera shake on impact. Preserve the crisp neon/glow minimalist aesthetic shown in the reference: cyan player, pink/red and purple luminous rotating squares, sparse stars, and no additional enemies, weapons, lives, powerups, sound, or scenery.