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Orbital Blaster

  • 2d
  • arcade
  • top-down
  • shooter
  • survival
  • neon
  • endless
  • mobile
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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. Lol built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbital Blaster yet. Play it, then tell Lol what you would add next.

Make your own game

Orbital Blaster was built by Lol 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 Orbital Blaster 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 Orbital Blaster

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 survival shooter titled "Orbital Blaster". Use a full-screen responsive HTML canvas with a very dark navy/blue radial-gradient background, subtle glowing blue grid lines spaced about 48 px apart, and neon cyan/pink visual effects. Keep the camera fixed to the entire viewport; the playfield is screen coordinates and the player cannot leave the visible area.

At startup, show the game attract/start overlay centered on screen: a dark translucent rounded rectangle with a thin cyan border and soft shadow, the large cyan title "Orbital Blaster", explanatory text "Blast the incoming drones. Move with WASD or arrows, aim with your pointer, and fire with click or Space.", and a bright cyan rounded "Start Game" button. At the bottom on narrow/mobile screens, show a translucent four-button directional pad on the lower left (up, down, left, right arrows) and a large pink circular fire button with a white sparkle/star icon on the lower right. Hide these touch controls on wider desktop screens. Show the small footer hint "Survive as long as you can" near the bottom center.

When the player starts, hide the overlay and initialize score to 0, wave to 1, and health/lives to 3. Display a fixed HUD at the top center with pill-shaped dark translucent badges bordered with faint cyan: "Score 0", "Wave 1", and a heart counter such as "❤ 3". Update the score, wave, and health live.

The player is a small glowing cyan spaceship/arrow at the center of the screen, pointing in its aim direction. Render it as a triangular arrow-like ship with a white/cyan circular cockpit and a strong cyan glow. Move it using WASD or the arrow keys; normalize diagonal movement and use roughly 280 pixels/second. Clamp it inside the screen with about a 22 px margin. On desktop and touch, aim toward the pointer/cursor position; firing should use the current pointer direction. Support firing while the mouse/touch is held, and support Space as a fire key. Fire at most once every 0.16 seconds. Each shot is a small fast cyan glowing projectile, traveling roughly 650 pixels/second in the aim direction, with a short lifetime and a small cyan muzzle-spark burst.

Continuously spawn hostile drones from random positions just outside one of the four screen edges. Each drone moves directly toward the player, with a base speed randomly around 48–78 pixels/second plus 4 pixels/second per wave. Render drones as rotating neon pink/magenta eight-point star or spiky polygon shapes with a bright glow and two small pale eyes. Their radius is randomly about 13–22 px. A drone normally has 1 hit point, increasing to 2 at wave 4 and higher (one additional hit point for each four-wave interval). Spawn approximately every max(0.24, 1.05 - wave*0.06) seconds, so the pressure gradually increases.

Handle collisions: a projectile hit removes that projectile, reduces the drone HP, and creates a brief cyan particle burst. Destroying a drone awards 10 points, produces a larger gold/yellow burst, and plays a short arcade hit sound. When a drone touches the player, remove the drone, decrement health by one, shake the screen briefly, create a pink damage burst, and play a damage sound. End the game when health reaches zero: stop gameplay, show the centered overlay again with heading "Game Over", message "Final score: [score]. The drones got too close.", and change the button label to "Play Again". Starting again fully resets score, wave, health, bullets, enemies, particles, and player position.

Advance the wave whenever score reaches wave*100 (for example, wave 2 at score 100), and reflect it in the HUD. Include lightweight synthesized Web Audio feedback: a short square-wave zap for shooting, layered impact sounds for hits, a lower sawtooth-like damage sound, a two-tone start sound, and a descending game-over sound. Audio should initialize/resume from a user gesture and have a quiet master volume.

Use a simple particle system for cyan muzzle sparks, cyan hit sparks, gold drone-destruction bursts, and pink player-damage bursts; particles should drift, fade, and expire quickly. Add subtle camera shake on player damage. Maintain smooth animation with requestAnimationFrame and a capped frame delta. Make the UI responsive, dark, rounded, neon, and legible on both desktop and mobile, with touch-action disabled so the touch controls work cleanly. Do not add other weapons, power-ups, bosses, levels, or gameplay systems beyond this single endless survive-as-long-as-you-can drone-blasting loop.

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