Arcade › Asteroid Dodge
Dodge fiery asteroid balls as they rain down at increasing speeds. Navigate your ship horizontally, score points for each second survived, and risky "close calls" for graze bonuses. Compete with up to four friends or challenge yourself and see how long you can last!
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Davonya Joy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Asteroid Dodge yet. Play it, then tell Davonya Joy what you would add next.
Asteroid Dodge was built by Davonya Joy 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 Asteroid 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 browser-based arcade survival game titled “Orb Dodge” using a full-screen 2D canvas. Use a portrait-friendly responsive layout with a very dark navy-to-indigo vertical gradient background and many small softly glowing white/gray stars drifting downward and wrapping back to the top. The visual style is clean neon arcade: bright cyan, orange, green, pink, and violet accents, glow effects, rounded UI panels, and bold sans-serif text. Menu screen: center the title “ORB DODGE” in large bold white lettering near the upper fifth of the screen, with the subtitle “Dodge the falling blocks” in muted gray beneath it. Show controls beneath: for one player, “A / D or ← / → • Touch and drag anywhere”; for multiplayer, list the player control pairs (P1 A/D, P2 arrow keys, P3 J/L, P4 F/H, P5 comma/period). Display “How many players?” and five horizontally arranged rounded buttons labeled 1P through 5P. The selected mode has a cyan border and translucent cyan fill; unselected buttons have subdued gray borders and dark translucent fill. Below, show the yellow instruction “Press Space / Enter or tap to start” and the muted tagline “Survive. Graze. Beat your best.” Persist the selected player mode locally, defaulting to one player, and allow number keys 1–5 to choose modes. Space, Enter, or tapping starts a round. Gameplay: use a fixed top-down/front-facing canvas view with no camera movement. Players are glowing colored orbs positioned along the bottom around y = screen height minus about 90 pixels. In 1P mode there is one cyan orb; in multiplayer, divide the playfield into equal vertical lanes, one orb per lane: P1 cyan, P2 orange, P3 green, P4 pink, P5 violet. Orbs have a small white highlight, a pulsing glow, and in multiplayer show their P1–P5 label below them. Players move only horizontally, clamped near the screen edges (or within the visual width of their lane), with speed around 420 pixels/second. P1 uses A/D or left/right arrows; P2 uses left/right arrows; P3 uses J/L; P4 uses F/H; P5 uses comma/period. Support pointer/touch dragging: in one-player mode drag anywhere to steer the orb toward the pointer; in multiplayer, drag in a lane to steer that lane’s player. Spawn falling hazards continuously from above the top edge. They are irregular glowing asteroid/block shapes, roughly 22–56 pixels wide, rotating as they fall, with a hot flame trail beneath them. Render a bright orange/yellow/red flame, an irregular polygon silhouette, a radial rocky gradient, dark small craters, and a bright rim. Most hazards use hot pink/red/orange hues. Some hazards are purple/lavender homing hazards that gradually steer horizontally toward the nearest living player. Falling speed starts around 180 pixels/second and increases with survival difficulty, up to the coded difficulty scaling. Spawn intervals begin around 0.52 seconds and shorten as difficulty rises; additional hazards may spawn, especially in multiplayer and at higher difficulty. Remove hazards after they pass below the screen. Collision and scoring: a player is hit when the nearest distance from the orb to the hazard’s square-like bounds is less than the orb’s radius minus a small margin. On impact, mark that player OUT, trigger a bright colored particle explosion, screen shake, and a floating “P# OUT” label. A near miss counts as a graze when the orb center comes within approximately 26 pixels plus half the hazard size; each hazard can award at most one graze to each player. Show a floating “+5” and increment that player’s close-call/graze count. Survival earns 10 points per second, and each graze adds 5 points. In solo mode, show the main score and close calls; in multiplayer, maintain and display each player’s score and graze count. The round ends when the solo player is out, when all multiplayer players are out, or in multiplayer when only one player remains, so the last survivor wins. Increase a displayed level over time based on the survival difficulty and show a survival timer in m:ss.cc format. Gameplay HUD: in 1P mode, show “Score” at top left, “Best” at top right, the cyan survival time at left beneath the score, the best time at right, “Close calls N” near the bottom left, and centered “Level N” plus the current timer. In multiplayer, show one rounded score chip per lane across the top with each player’s color, label and score, an “OUT” state in red when eliminated, and the graze count; show centered level and timer beneath the chips. Draw faint vertical lane separator lines in multiplayer. When the round ends, keep the star background and show a dark translucent overlay. Center a large red “GAME OVER.” In multiplayer show “P# WINS” if exactly one player remains, otherwise “DRAW,” followed by the round survival time and a descending score ranking with each player’s score and graze count. In solo show score versus best, close calls and “Graze bonus +N,” and show “NEW BEST SCORE” when appropriate. Save best solo score and best survival time locally. Near the bottom show “Choose a mode to restart” and the same 1P–5P mode buttons, with the selected mode highlighted cyan; tapping a mode changes mode, while tapping elsewhere or pressing Space/Enter restarts. Include subtle particle effects, floating score text, glow, pulsing orbs, rotating hazards, level progression flashes if used, and brief screen shake on impacts, while keeping the experience playable with keyboard, mouse, and touch.