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Arcade › Orbit Salvage
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Nobody has said anything about Orbit Salvage yet. Play it, then tell the creator what you would add next.
Orbit Salvage was built 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 Salvage 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 playable 3D arcade salvage game titled “Orbit Salvage.” Use a dark deep-space scene with a large circular orbital arena: a nearly black navy background with light fog, a broad dark-blue floor/disc, and a subtle blue navigation grid. Frame the action with a third-person elevated camera behind and above the player, keeping the ship near the lower-middle/center of the view as the camera smoothly follows its horizontal and forward/back movement. Place a few dark space-base/station modules around the arena perimeter. The player is a small stylized yellow/gold bee-like spaceship centered in the arena, with a rounded body, dark circular cockpit/eye-like details, side fins/wings, and a small antenna/spine. The ship should tilt slightly when moving. Scatter irregular low-poly dark blue-gray asteroids throughout the arena, at varied sizes and positions. Also scatter glowing cyan energy shards/crystals that visibly rotate and bob gently above the floor. Core objective: collect the cyan shards and clear the asteroid drift while surviving. Move the ship with WASD or arrow keys: horizontal input moves left/right and vertical input moves forward/backward. Clamp movement to a bounded rectangular arena. On touch devices, provide a virtual movement joystick on the lower-left area; dragging it controls movement. Fire bright cyan pulse projectiles with Space or by holding/touching the right side of the screen. Pulses travel forward from the ship and can destroy asteroids on contact. Limit the number of active shots and add a short firing cooldown. Destroying an asteroid awards 50 points. Collecting a shard awards 100 points plus an increasing combo bonus of 25 points per prior consecutive collection, and increments the combo. Collected shards disappear. If the ship contacts an asteroid, immediately end the run and show the game-over state. Add small glowing particle bursts: cyan for shard collection, yellow for asteroid destruction, and pink/red for ship loss. Periodically respawn an already-destroyed asteroid at the far edge of the arena so the drift continues. Build a clean canvas HUD over the 3D view. At the upper left show large white text “ORBIT SALVAGE,” cyan subtitle “collect shards • clear the drift,” a five-digit padded score, and the label “SCORE.” At the upper right show three pink diamond symbols representing the ship’s starting health/lives indicator. At the bottom left show “WASD / ARROWS MOVE” and “SPACE / RIGHT SIDE PULSE.” When the game has not started, display a translucent dark central launch panel with “SALVAGE RUN,” the instruction “pilot the bee ship • grab cyan shards • survive the drift,” and “tap, press a key, or touch the right side to launch.” Any key, tap, or right-side touch starts the run. On game over, show a translucent dark panel with pink “SHIP LOST,” “press R or tap to reboot the run,” and the final score; pressing R or tapping should restart the run and restore the ship and shard layout. While touching, draw the cyan virtual joystick ring and knob at the lower left. Use a polished low-poly sci-fi arcade aesthetic: navy/black environment, cool cyan collectibles and projectiles, pink danger/game-over accents, bright white/cyan typography, soft fog, directional and rim lighting, and subtle shadows. Keep the UI readable over the dark world and preserve the sense of an open orbital salvage field rather than a corridor.