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Orbit Clash

  • 2d
  • top-down
  • arena-shooter
  • arcade
  • neon
  • survival
0
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7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. anthony built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbit Clash yet. Play it, then tell anthony what you would add next.

Make your own game

Orbit Clash was built by anthony 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.

Read the build brief for Orbit Clash

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 top-down arena shooter titled “Orbit Clash,” rendered responsively on a full-screen HTML canvas with a fixed HUD layered above it. The game should open on a menu overlay, showing a large centered glassy dark-blue panel with a thin blue border, rounded corners, the title ORBIT CLASH, the tagline “Dash through the arena, outplay rival pilots, and climb the leaderboard.”, and a bright cyan-to-violet gradient button labeled PLAY ARENA. Behind the menu is already the game’s circular arena and several ships, matching the visible screenshot.

Gameplay is a single-screen survival/arcade match. When PLAY ARENA is clicked, place the player near the lower portion of the arena and spawn 8 AI rival pilots at random positions inside the circular arena. The arena is centered slightly below screen center and has a radius of about 39% of the smaller viewport dimension. Draw it as a large dark navy/blue radial-gradient disk with a subtle blue outline, four concentric circular guide rings, and eight faint radial spokes, evoking an orbital tactical arena. Keep all entities constrained within the circular arena’s bounding square (the reference implementation uses axis-aligned clamping rather than true circle collision).

The player is a glowing mint/teal triangular spacecraft with a dark circular cockpit/core. It always rotates to face the mouse/pointer position. Move it with WASD or the arrow keys; normalize diagonal movement and use a brisk movement speed around 240 pixels/second. On touch devices, show a translucent circular virtual joystick in the lower-left; dragging it moves the player, and show the hint “Drag to move / Tap the arena to aim + fire.” Tapping/clicking the arena fires toward the pointer. Holding the mouse button should repeatedly fire, and Space should also fire. The player’s fire rate is approximately one shot every 0.18 seconds. Each shot is a fast mint projectile/tracer traveling about 540 pixels/second, with a short lifetime, fired from the front of the ship and accompanied by a few pale muzzle particles.

Rivals should be pink/coral triangular ships with dark cockpit circles, small glowing shadows, and individual horizontal health bars above them. Give each rival 65 HP. Maintain up to 8 active rivals: when one is destroyed, award 100 score and 1 KO, burst it into orange particles, and respawn another after a short delay (about 1.5–2 seconds) until the count returns to 8. Rivals should use simple close-range AI: rotate toward the player, approach when farther than about 190 pixels, retreat when closer than about 115 pixels, and otherwise strafe around the player with a gentle oscillating motion. Their movement speed should vary roughly from 55 to 85 pixels/second. Rivals automatically fire pink projectiles toward the player, with slight aim spread, approximately every 0.7–1.4 seconds; rival shots travel around 300 pixels/second. A player shot does 28 damage to a rival, while a rival shot does 12 damage to the player. On projectile impact, emit small colored particles. Remove projectiles after their short lifetime or when they leave the viewport.

The player starts with 100 HP and has a green health bar above the ship. If HP reaches zero, stop the match and show a centered “ELIMINATED” overlay panel with the text “You scored [score] with [KOs] KOs.” and a gradient button labeled DROP AGAIN. Restarting resets score, KOs, player HP, rivals, bullets, particles, and positions. There are no pickups, levels, weapons, teams, or additional modes.

The persistent top HUD should show ORBIT CLASH at upper left in bold spaced cyan lettering. Centered near the top, show the desktop instruction “WASD / arrows to move · mouse to aim · click or Space to fire.” At upper right show “SCORE 0 · KOs 0 · HP 100,” with the numeric values highlighted mint green. Keep the HUD readable over the dark background and hide the desktop help text on coarse/touch pointers. Use a very dark navy page background, clean Inter/system sans-serif typography, subtle text shadows, neon cyan/mint/pink accents, and soft glow effects around ships, bullets, and explosions. The overall visual style is polished neon sci-fi, minimal and uncluttered, with a fixed camera and no scrolling.

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