Appearance
Arcade › Orbit Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pahlavon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbit Clash yet. Play it, then tell Pahlavon what you would add next.
Orbit Clash was built by Pahlavon 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 Clash 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 browser-playable 3D top-down twin-stick dungeon arena game titled “Orbit Clash.” Use a dark navy sci-fi HUD over a small enclosed medieval dungeon arena, rendered with a perspective camera looking down from above and slightly behind the player; smoothly follow the player as they move. The arena is a rectangular 40 by 30 playfield with a dirt/stone tiled floor, low dungeon walls around all four edges, two opposing colored banners, two barrels, two stacked-crate props, and two lit torches. Use a dark blue background/fog, cool blue ambient lighting plus warm directional light, and stylized low-poly dungeon assets. The player is a large blue/cyan-highlighted orc-like character starting near the south/center of the arena, facing toward the playfield. Enemies are primarily small glowing pink/red orb-like foes (or low-poly fallback spheres) that spawn around the arena and continuously chase the player. Also spawn one larger orange elite/titan orc-like enemy with more health. Enemies rotate toward the player and periodically fire projectiles when within 14 world units: normal enemy shots are pink/red and elites shoot orange. The player aims toward the mouse/touch pointer projected onto the ground, rotates to face the aim point, and fires rapid small yellow-orange spherical bullets while the mouse button is held or Space is held. Player shots travel quickly, deal 24 damage, and can destroy normal enemies (45 HP) or the elite (180 HP); award 10 points for a normal kill and 50 for an elite kill. Enemy shots damage the player for 11 normally or 22 from the elite. The player has 100 maximum HP, and enemy bullets or contactless projectile hits reduce it; reaching zero ends the round. Keep the player inside the arena bounds (approximately x -17..17 and z -12..12), with movement speed 5 using WASD or arrow keys. Support touch: a virtual movement area is implied on the lower-left, while aiming/firing is done with the right side/right stick or pointer; show circular touch-control guides on narrow screens labeled MOVE and AIM / FIRE. Add four floating, rotating lime-green octahedron pickups at random arena positions. They bob vertically, restore up to 30 HP when collected, and award 3 points; remove them on collection. Maintain a 90-second countdown. Start each round with 7 normal enemies, one elite, and 4 pickups. As enemies are killed, maintain at least 6 plus the current wave cap by spawning normal enemies. Every 15 seconds increase the wave number and spawn another elite. End the game when time reaches zero or the player dies; store the highest score in localStorage as the best score, and allow restarting. Implement a full-screen canvas game with a second transparent full-screen HUD canvas. During play, draw a dark translucent top status bar with: ORBIT CLASH, SCORE, WAVE, TIME, BEST, and a horizontal HP bar at the right that is cyan when above 35 HP and salmon/red when low. On the start menu, dim the game with a translucent overlay and center the cyan title “ORBIT CLASH,” subtitle “DUNGEON ARENA,” a blue rectangular “TAP TO START” button, and the instruction “WASD / arrows to move • mouse or right stick to aim.” On game over, show “ROUND OVER,” the score and best score, and a “TAP TO PLAY AGAIN” button. Enter or Space should also start/restart. Use crisp system-style typography, cyan/blue UI accents, warm yellow score text, and a moody dark blue visual palette. The game should be immediately playable after assets load and should preserve the arcade flow: survive, aim, shoot, collect healing pickups, kill enemies, increase score and waves before the timer or HP runs out.