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Arcade › Orbit Breaker

Orbit Breaker

  • 2d
  • arcade
  • space-shooter
  • asteroids
  • neon
  • endless-waves
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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. robin singh 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 robin singh what you would add next.

Make your own game

Orbit Breaker was built by robin singh 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 fullscreen 2D arcade space shooter called “Orbit Breaker,” presented in a top-down view on a dark navy/near-black starfield. The playfield should fill the browser window with a responsive canvas, with subtle glowing white-blue stars, a faint blue radial nebula-like gradient behind the action, and no visible arena boundaries: all objects wrap from one screen edge to the opposite edge.

At launch, show a centered modal card over the inactive starfield. The card has a dark blue translucent gradient, thin cyan border, rounded corners, soft blue outer glow, and inset highlight. Display the large glowing uppercase title “ORBIT BREAKER,” followed by: “Pilot a lone interceptor through a drifting asteroid field. Break the rocks, chain your shots, and survive the next wave.” Include a prominent cyan-blue outlined gradient button labeled “LAUNCH MISSION,” and the keyboard hint “A / D rotate · W thrust · Space fire · R restart.” The upper-left HUD label reads “ORBIT BREAKER // SECTOR 07” in small bold, widely spaced cyan uppercase text with a glow. In the upper-right, show three translucent rounded statistic pills labeled SCORE, WAVE, and HULL, initially 0, 1, and 3.

When launched, remove the modal and begin wave 1. Place a small lone interceptor at the center of the screen. It is a glowing cyan outlined triangular ship pointing in its facing direction, with a faint translucent cyan fill and blue glow; while thrusting, draw a short pink engine flame behind it. The ship has position, velocity, angle, cooldown, thrust state, and temporary invulnerability. It starts facing upward, with zero velocity and about 1.8 seconds of initial invulnerability. Rotate left/right with A and D; thrust forward with W; fire with Space. Rotation is continuous while held, approximately 0.075 radians per frame at 60 FPS. Thrust accelerates the ship in its facing direction, with light drag applied over time, so it has inertial movement. Ship position wraps across screen edges.

Spawn the first wave with 4 + 2×wave asteroids (capped at 18), randomly distributed but at least 180 pixels away from the player. Asteroids drift slowly in arbitrary directions, rotate, and wrap around screen edges. Render each as an irregular polygon with 8–12 vertices and a varied radius, dark blue/teal interior, bright cyan-blue thin outline, and subtle cyan glow. Initial asteroid size is a random 28–48 pixels plus 1.5 pixels per wave. Do not use detailed textures; use the angular neon polygon style.

When Space is held, fire repeatedly subject to a 10-frame cooldown. Each shot is a small bright cyan-white glowing circular projectile emitted from the ship’s nose, traveling forward at about 8.5 pixels per frame plus the ship’s current velocity. Projectiles wrap at screen edges and expire after about 52 frames. Add a tiny cyan muzzle particle burst when firing. A projectile destroys an asteroid when it comes within that asteroid’s radius. Destroying an asteroid awards score equal to round(20 + asteroid size), adds a cyan particle explosion, and gives a subtle camera shake. If the asteroid is larger than 24 pixels, split it into two smaller irregular asteroids at 56% of its size, with varied velocity offsets; continue allowing the resulting pieces to be destroyed and split while above the threshold.

Asteroids collide with the player by radius. Ignore collisions during invulnerability. On a collision, remove the asteroid, decrement HULL, create a large pink particle burst, briefly shake the camera, reset the player to the center with zero velocity, and grant roughly 2.2 seconds of invulnerability. Flicker the ship while invulnerable. When hull reaches zero, stop gameplay and show a centered modal with the same visual style, title “MISSION LOST,” text “The sector got the better of you. Final score: [score],” a “Restart Mission” button, and the hint “Press R or tap Restart.” R should restart after game over.

When all asteroids in a wave are gone, wait about 1.5 seconds, increment the wave number, spawn the next wave, and update the HUD. Continuously update SCORE, WAVE, and HULL in the top-right pills. Use small glowing circular particles for muzzle flashes, asteroid destruction, and ship impacts; particles should fade and decelerate. Add mild random camera shake after impacts and asteroid destruction.

Use a crisp neon sci-fi UI: system sans-serif typography, cyan/white text, translucent navy panels, thin cyan borders, blue glows, and pink accents for the engine flame, fire button, and damage effects. Keep the game playable with keyboard and mouse/touch. On coarse pointers or screens under about 760px wide, reveal a bottom control overlay: left side has three circular buttons for left rotation (◀), thrust (▲), and right rotation (▶); right side has a larger pink-accented circular FIRE button. Buttons should act while held, and tapping FIRE from the inactive launch screen should start the mission. Keep the controls unobtrusive and preserve the top HUD and fullscreen playfield.

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