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Orbital Breach

  • 3d
  • first-person
  • shooter
  • target-practice
  • minimalist
  • space
0
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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. hchristensen1436 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbital Breach yet. Play it, then tell hchristensen1436 what you would add next.

Make your own game

Orbital Breach was built by hchristensen1436 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 Breach 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 Breach

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 dark minimalist first-person arena shooter called "Orbital Breach". Use a black or near-black space-like background and a first-person camera with a small glowing cyan plus-sign crosshair fixed at the exact center of the screen. The initial HUD is sparse: at the upper-left, show a dark translucent rounded rectangular panel with a thin blue-gray outline; its top line reads "ORBITAL BREACH" in small cyan uppercase text, and below it reads "TARGETS 6 · SCORE 0" in larger pale gray uppercase text. At the lower center, show another dark translucent rounded rectangular instruction panel with a thin blue-gray outline containing the centered text "WASD move · mouse look · click / FIRE to shoot · Space jump" in small pale gray lettering across multiple lines. At the lower-right, show a large dark navy circular touch control labeled "FIRE" in muted light gray uppercase text, with a subtle blue outline/glow. The game should be an interactive first-person target-shooting experience: the player moves with WASD, looks around with the mouse, fires with a mouse click or the FIRE button, and jumps with Space. The HUD indicates that six targets are present initially and the starting score is zero; implement shooting targets and updating the target count/score when targets are hit, while preserving this sparse HUD style. Keep the visual design restrained and high-contrast: mostly black empty space, faint blue borders, cyan crosshair glow, no decorative scenery visible unless needed for playable targets, and no extra HUD elements beyond the target count and score shown.

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