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Orbit Breaker

  • 3d
  • arcade
  • space
  • survival
  • shooter
  • mobile-friendly
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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. Christian Worship built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbit Breaker yet. Play it, then tell Christian Worship what you would add next.

Make your own game

Orbit Breaker was built by Christian Worship 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.

Read the build brief for Orbit Breaker

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 neon space-survival game titled “Orbit Breaker.” Use a fixed, elevated perspective camera looking down at a large circular battlefield in deep space: the camera is angled from above (not a side view), with the player near the lower/forward part of the arena and a broad dark blue circular ground disc below. Surround the arena with a black/navy background, subtle fog, and many tiny pale-blue stars. Add a faint cyan boundary ring around the circular arena.

The player is a small cyan-blue futuristic interceptor made from simple geometric parts: a pointed four-sided fuselage, dark horizontal wings, a pale glowing cockpit, and a bright engine at the rear. Place it initially at the front/lower side of the arena. The player moves freely over the flat X/Z battlefield, with WASD or arrow keys: left/right changes X and up/down changes Z. Normalize diagonal movement, use a brisk movement speed, keep the ship clamped inside the arena limits, and rotate it to face its movement direction. Also provide touch controls on narrow/mobile screens: a four-button directional pad and separate LASER and MISSILE buttons along the bottom.

The objective is to survive while destroying incoming enemy fighters. Begin with a centered launch modal over the game reading “ORBIT BREAKER,” “Survive the asteroid belt. Lock missiles onto enemy fighters.” and a bright cyan LAUNCH button. Clicking LAUNCH starts/restarts the game and hides the modal. On game over, show a centered “MISSION FAILED” modal with the final score and “Click launch to re-enter the belt.”, changing the button text to RELAUNCH. Enter should also restart after failure.

Populate the battlefield with roughly thirteen irregular gray/brown rocky asteroids distributed in rings across the arena, each with a different scale, orientation, and slow independent tumbling rotation. Include a starting group of four enemy raider fighters, plus spawn another enemy about every five seconds. Enemy raiders are compact geometric fighters colored hot pink/red with a dark wing bar and a small pale glowing core. They begin around the outer area, continuously pursue the player across the arena, turn to face the player, and periodically fire pink plasma spheres toward the player. Enemy fighters have 2 hit points. Enemy contact drains the player shield continuously while they are very close; enemy plasma hits also drain the shield and create a small burst of pink sparks.

Implement two weapons. Press SPACE or tap LASER to fire a fast, straight cyan-white laser bolt from the front of the player. Limit laser firing with a short cooldown (about 0.13 seconds), give bolts a finite lifetime and remove them outside the arena, and have a laser hit within roughly one unit deal 1 damage to an enemy. Press M or tap MISSILE to launch a larger orange/yellow glowing homing missile, limited by about a 1.15 second cooldown. It should steer toward the nearest enemy, visibly turn toward its target, live for several seconds, and deal 2 damage on impact. Destroying an enemy awards 100 points, emits a brief burst of colored spark particles, resets that enemy to another random arena position, and restores its 2 HP rather than removing it. Increase the displayed wave as score rises, with wave equal to at least 1 plus the integer score divided by 500.

Start the player with SHIELD 100%, SCORE 0, and WAVE 1. Continuously update the HUD in the upper-left/top area with large cyan text in the exact style of “SHIELD 100% • SCORE 0,” and show the wave in its own panel at upper right as “WAVE 1.” Under the status, show the controls hint “WASD / arrows move · SPACE lasers · M homing missile.” Use a dark translucent navy glass-like HUD panel with thin cyan borders, rounded corners, pale blue-white typography, and cyan glow accents. The overall visual style should be clean low-poly sci-fi arcade: dark navy space, cyan player and UI, pink hostile ships/projectiles, orange homing missiles, glowing emissive parts, soft bloom-like lighting, and simple geometric models. Include brief spark particle effects for enemy hits, missile impacts, and player damage, plus a laser firing sound if audio is supported. End the run immediately when shield reaches zero, leaving the score visible in the failure modal.

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