Arcade › Orbit Breaker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hassan Arain built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbit Breaker yet. Play it, then tell Hassan Arain what you would add next.
Orbit Breaker was built by Hassan Arain 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 Orbit Breaker 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 responsive 2D top-down survival shooter called "Orbit Breaker" that runs in a full-window canvas. Use a dark futuristic sci-fi interface: deep navy background (#07111f) with a subtle brighter radial glow toward the center and a faint 48px square grid in blue-gray. Render gameplay directly on the canvas, with translucent rounded HUD panels over it, thin pale-blue borders, soft shadows, and cyan/white typography. At launch, show a centered translucent dark panel with the large two-line title "ORBIT BREAKER", the subtitle "Move, auto-fire, and dash through danger.\nChain kills before the combo timer expires.", and a bright cyan rounded "Start Run" button. The upper-left HUD panel says "ORBIT BREAKER" and initially shows the cyan status "Ready". The upper-right panel shows Score 0, Wave 1, and HP 3. At the bottom center on desktop show: "WASD / arrows to move · Space to dash · auto-fire targets the nearest foe". When the run starts, place a small cyan triangular spaceship/player at the center of the viewport. It points in its current aim direction and has a small bright-white circular cockpit/core. The player moves with WASD or the arrow keys, at normalized diagonal movement speed, and is constrained inside the screen with a small margin (roughly 20px, with the top boundary below the HUD). The player automatically aims and fires at the nearest enemy every 0.24 seconds; do not require an attack button. Bullets are small bright-white/cyan circular projectiles traveling quickly toward the nearest target. The player’s aim follows the movement direction, and if stationary it remains aimed at its previous direction/target. Add a dash on Space. A dash moves the player instantly about 100 pixels in the currently held movement direction, or in the current aim direction if no movement is held. It has a 1.05-second cooldown, briefly grants invulnerability, emits a cyan particle burst, and causes a small screen shake. Pressing Space should trigger once per press rather than continuously. Show touch controls on coarse-pointer/mobile devices: circular left and right movement buttons, a cyan up button, and a larger orange-tinted button marked with a star for dash. Hide the keyboard hint on mobile. Continuously spawn hostile circular enemies from just outside one of the four screen edges. They home directly toward the player. Standard enemies are pink/magenta circles with a pale outline, radius about 13px, one hit point, and speed around 82–120 plus a small wave-based increase. Occasionally spawn elite enemies: orange circles with a light orange outline, radius about 20px, three hit points, and speed around 65–85. Each enemy has a small dark eye/dot oriented toward the player. Spawn groups become slightly more frequent as the wave increases, with one enemy initially and an additional enemy per three waves; the interval starts around 1.15 seconds and bottoms out near 0.28 seconds. Bullets damage the first enemy they collide with. Show small colored hit sparks: pale cyan for standard targets and orange for elites. Standard enemies die in one hit; elites require three. On death, burst into many square particle sparks (cyan for standard, orange for elite). Award 10 points multiplied by the current combo multiplier, then increment the combo. A kill starts/resets a 2.2-second combo timer; if the timer reaches zero, reset the combo. The HUD status during a combo should read e.g. "Combo x3 · 1.7s"; otherwise while playing it should read "Auto-fire online" (the reset/start status is "Hunt the swarm"). Every eighth combo kill, increase the wave by one and update the HUD. The score, wave, and HP values remain in the top HUD. Enemies that touch the player damage them unless the player is currently invulnerable. Each collision removes 1 HP, triggers a red/pink particle burst and stronger screen shake, and gives about one second of invulnerability with a flickering player sprite. Start with 3 HP. When HP reaches zero, stop the game and show the centered overlay again with the heading "SYSTEM OVERLOAD", text formatted as "Score: [final score]\nPress R or tap below to run it back.", and change the button text to "Restart Run". Allow R or the button to reset and start a fresh run. There is a 12% chance for a defeated enemy to leave a glowing yellow circular pickup, about 8px radius, that lasts 8 seconds and subtly pulses/fades near expiration. When the player touches a pickup, award 50 points, restore 1 HP up to the maximum of 3, refresh the combo timer, emit yellow sparks, and remove the pickup. Draw bullets, enemies, pickups, ship, and particles above the grid. Use brief random screen shake for dash and damage. Keep the overall presentation clean, minimal, neon, and arcade-like, with no camera scrolling: the arena is the full viewport and the player/enemies move in screen coordinates.