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Arcade › Corebreak
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mksyml23 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Corebreak yet. Play it, then tell Mksyml23 what you would add next.
Corebreak was built by Mksyml23 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 Corebreak 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.
Rebuild a playable browser game titled “Orbit Arena” as a fast top-down 2D canvas survival shooter. Use a full-viewport dark navy canvas with no scrolling. The arena has a subtle radial gradient from blue-navy in the center to near-black edges, a faint 48px square grid, and a thin dashed rectangular boundary inset roughly 14px horizontally and from y=60 to the bottom. Keep a fixed HUD over the canvas: centered at the top are three dark translucent rounded pills labeled “ALIVE”, “SCORE”, and “WAVE”, with cyan values for alive/wave and a gold value for score. On desktop, show a small bottom-center hint: “WASD / arrows to move · mouse to aim · click to fire · survive the swarm”. Begin with a centered modal overlay covering the arena. It should have a dark blue gradient, rounded 20px card with a fine blue border and shadow, large bold title “ORBIT ARENA” with “ORBIT” white and “ARENA” cyan, the subtitle “A fast top-down arena slice with local bots. Grab the high score before the swarm closes in.”, and a glowing cyan-to-lavender button labeled “PLAY ARENA”. Clicking it starts the match and hides the overlay. When the player dies, show the same modal with result text “Final score [score] · [eliminations] eliminations”, hide the initial button, and show a “PLAY AGAIN” button with a gold/orange gradient. At match start, place the player in the center. The player is a glowing cyan circular unit of radius about 15 with a dark triangular pointer/weapon-like wedge extending from its right-facing direction. It has a cyan health bar above it and 100 maximum health. Aim the player toward the mouse cursor and fire toward the cursor. Move with WASD or arrow keys, normalized diagonally, at about 290 pixels/second, clamped inside the arena. Each click fires, and holding the mouse button autofires once every 0.15 seconds. Each shot is a small glowing pale-cyan projectile traveling about 680 pixels/second, with a short muzzle-spark effect. Space should also fire toward the current mouse aim. Bullets expire after about 1.2 seconds or when leaving the arena. Spawn 11 local enemy bots at the beginning, positioned around the player near/outside the central arena area. Enemies are glowing circular units of radius about 13 with a dark directional wedge and short health bar above them. Use three visible enemy colors cycling among pink-red (#ff668f), orange (#ff9c66), and purple (#c184ff). Each starts with 38 health and moves at a random speed between about 60 and 95 pixels/second. Enemies chase the player when farther than 170 pixels, otherwise use a mild wandering/orbiting wobble. Keep them within the arena bounds. They aim at the player and, while within about 430 pixels, randomly fire enemy projectiles at roughly 0.55 shots per second. Enemy shots are smaller glowing pink projectiles moving about 280 pixels/second and last up to 2 seconds. Enemy contact damages the player continuously, and enemy bullets deal 12 damage on hit. Player bullets deal 28 damage; on a hit, make a brief colored burst of square spark particles. Destroyed bots award 10 score and count as an elimination. Maintain at least a growing swarm: whenever the number of bots is below 8 plus up to 10 additional bots based on score (one additional threshold per 80 points), spawn a replacement bot. The ALIVE HUD value is the current bots plus the player. Scatter 20 small glowing gold diamond/square pickups around the arena at startup, avoiding the extreme edges. Rotate them visually. When the player touches one, award 3 score, restore 5 health up to the 100 maximum, remove it, spawn another pickup, and emit a gold particle burst. Every 120 score, increase the displayed WAVE value by one, starting at wave 1. The primary goal is to survive the swarm and achieve a high score; the match ends immediately when health reaches zero. Render a restrained neon arcade style: dark navy background and grid, cyan player and projectiles, pink/orange/purple enemies, gold rotating pickups, glowing particles, crisp sans-serif UI, translucent dark panels, rounded borders, and soft colored shadows/glows. Use simple circles, rectangles, lines, and polygons rather than external art assets. Add short-lived square spark particles for firing, enemy destruction, player hits, and pickup collection. On coarse/touch devices, hide the desktop hint and show a transparent circular virtual joystick in the lower-left (112px diameter with cyan inner knob) and a circular pink “FIRE” button in the lower-right; dragging the joystick controls movement and pressing FIRE repeatedly shoots in the current aim direction. Preserve safe-area spacing on mobile. The game should be responsive to window resizing and work with both desktop keyboard/mouse and touch controls.