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Orbit Breaker

  • 2d
  • arcade
  • space-shooter
  • asteroids
  • endless
  • top-down
  • neon
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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. RetroVicious Dev 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 RetroVicious Dev what you would add next.

Make your own game

Orbit Breaker was built by RetroVicious Dev 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 browser-based 2D top-down arcade space shooter titled “Orbit Breaker.” Render the game full-screen on a responsive canvas over a very dark navy/black background (#050817), with no scrolling camera: the entire viewport is the playfield and the player, bullets, and asteroids are always viewed from above. Scatter about 140 tiny, subtly varying pale-blue stars across the background as a static starfield.

Core gameplay: start on a centered menu overlay. Display a large glowing light-blue title split across two lines, “ORBIT” and “BREAKER,” with the subtitle “Destroy the rocks. The edges are connected.” and the instruction “WASD / arrows to fly · Space to fire · mobile buttons below.” Include a glowing outlined blue “LAUNCH” button. The HUD remains at the top during menu and play: upper-left text “SCORE 000000” and upper-right “LIVES 3,” in bold white uppercase lettering with slight letter spacing and shadow.

When launched, reset score to 0, lives to 3, wave/level to 1, clear all entities, place the player in the center, grant roughly two seconds of spawn invulnerability, and spawn level + 3 (initially 4) large asteroids away from the player. The player is a small outlined triangular ship, filled dark cyan/blue, initially facing upward. Rotate it left/right with A/D or the left/right arrow keys. Apply thrust in the facing direction with W or Up (acceleration about 190 pixels/second squared), and reverse/brake thrust with S or Down (about half strength). Momentum persists but has strong drag. Holding Shift, or the bottom-center mobile brake button, rapidly damps velocity. The ship wraps around every edge of the screen, appearing on the opposite edge; there are no solid boundaries. While thrusting, draw a short orange engine flame behind the ship.

Fire with Space or the mobile ✦ button. Shots are small bright pale-blue dots fired from the nose in the facing direction, inheriting the ship’s velocity and traveling around 480 pixels/second. Limit firing to approximately one shot every 0.18 seconds and remove shots after about 1.2 seconds; shots also wrap at screen edges. On desktop, show the mobile controls faintly near the bottom; on narrow/mobile screens show them clearly: a circular four-direction pad at lower-left with up, left, down, right buttons plus a center brake button, and a large orange-bordered circular ✦ fire button at lower-right. Buttons must support pointer/touch press-and-hold and release.

Asteroids are irregular polygonal rocks with approximately ten randomized vertices, dark blue-gray filled interiors (#16283d), pale gray-blue outlines, and slow independent rotation. Large rocks have radius about 42 pixels, medium about 26, and small about 15. Give them gentle random drifting velocities, increasing slightly with wave number. Large rocks spawn from the initial wave. When a shot hits a rock, destroy that rock, award 20 points for a large rock, 50 for a medium rock, and 100 for a small rock, and emit a brief golden/orange particle burst. Every large rock splits into two medium rocks at its location; every medium splits into two small rocks. Small rocks do not split. Display the padded six-digit score in the top-left HUD.

The player collides with asteroids (using the ship radius and most of the asteroid radius). On collision, if not invulnerable, subtract one life, reset the ship to the center with zero velocity, grant about 2.2 seconds of invulnerability, add a brief orange particle burst and subtle screen shake, and update the lives HUD. During invulnerability, blink the ship on and off. If lives reach zero, stop gameplay and show the center overlay again with the message “Final score XXXXXX · wave N” and a “RELAUNCH” button. Relaunch resets everything. Whenever all asteroids in the current wave are destroyed, increment the wave number and spawn wave + 3 large asteroids, again avoiding a roughly 150-pixel radius around the player.

Use simple crisp vector/canvas shapes rather than external artwork. Add small pale-blue/white particles for general effects and orange/gold particles for asteroid destruction and player damage, with particles decelerating and fading. Add a subtle randomized camera shake for the brief damage event. Keep text and controls in the clean system sans-serif style shown: bold, high-contrast white HUD, glowing cyan/light-blue title and borders, restrained neon arcade presentation. Prevent page scrolling and support keyboard, pointer, and touch input. The only gameplay rules and UI should be the ones described above: score, lives, wave progression, asteroid splitting, screen wrapping, thrust/rotation, firing, braking, menu, and game-over/relaunch.

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