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Arcade › Orbital Dash
this is a fun online game you can do private or public
Click the game above and it runs right here in your browser. No download, no installer, no account needed. benjamins2032 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orbital Dash yet. Play it, then tell benjamins2032 what you would add next.
Orbital Dash was built by benjamins2032 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 Dash 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.
Recreate “Orbital Dash” as a browser-based 2D neon arcade collection game called Orbital Dash. Use a full-screen HTML canvas with a fixed HUD layered above it, responsive to desktop and mobile dimensions. The camera is a static top-down view of the entire playfield; do not use scrolling. Render a dark navy-to-purple diagonal gradient background. In the center, place a large rectangular arena inset from the viewport (roughly 6% side margins, with a top around 13% of the height and bottom around 22% from the bottom), outlined with a thin glowing cyan border. Fill the arena with evenly spaced cyan/purple grid lines at about 42-pixel intervals. Inside the arena, show a small countdown timer at top-left such as “60s” and a mode label at top-right, either “PUBLIC MATCH” or “ROOM ABC123”. The player is a small glowing cyan spaceship/arrow controlled in the arena. Draw it as a pointed triangular ship facing its current velocity direction, with a dark circular cockpit/detail, cyan glow, and a radius of about 15 pixels. Start the player in the center of the arena. Movement uses WASD or the arrow keys, with normalized 8-direction movement, smooth acceleration toward a normal speed around 240 pixels/second, and collision against arena edges that clamps the ship and makes it bounce back slightly. Also provide touch-friendly on-screen controls in the bottom-right: four translucent rounded square buttons with left, up, down, and right arrows, plus a fifth button marked with a sparkle for dash. These buttons should work through pointer/touch input. The goal is to collect glowing gold star-shaped orbs scattered throughout the arena before the 60-second round ends. Spawn 12 stars at the beginning at random positions safely inside the arena, then add another roughly every 0.65 seconds while fewer than 15 exist. Stars should be small gold 10-point star shapes, pulsing and rotating, with a bright gold glow. When the player overlaps a star, remove it, add score, and create a burst of small fading particles. The first collection awards 10 points; maintain a streak and increase the combo by 1 every three collected stars, capped at x8, so later collections award 10 multiplied by the current combo. Show collection messages in a small feed at bottom-left, for example “+10 star secured”. Pressing Space, or the touch sparkle button, performs a dash only when directional input is active and the dash is available. Give the player a brief boosted movement state (about 0.22 seconds at roughly 470 pixels/second), create a cyan particle burst on dash start, and use a short cooldown of about 0.75 seconds. Keep movement and dash entirely within the arena. Before gameplay, show a centered translucent dark glass lobby card with rounded corners, thin border, blur/shadow, and responsive sizing. The card contains a cyan uppercase kicker such as “PLAY WITH REAL PEOPLE”, the large title “Orbital Dash”, explanatory text about choosing a public match or creating a private room, two selectable mode tiles (“PUBLIC MATCH / Find players” and “PRIVATE ROOM / Share a code”), a status line, and a large cyan gradient action button. Public mode’s button reads “FIND PUBLIC PLAYERS”; private mode’s button reads “START PRIVATE ROOM”. Include a keyboard tip: “Move with WASD or arrows · dash with Space”, with keycaps styled like small dark outlined pills. Starting hides the lobby card and begins the 60-second round; pressing Enter while not running should also start. Support the lobby’s private-room UI: selecting Private Room reveals an uppercase 6-character generated room code, a copy button, and a text field with a JOIN button for entering a code. Joining accepts a code of at least four characters, switches to private mode, shows the room code, and updates status text. Copy should copy the current code when browser permissions allow, otherwise show the code in the status. These are local UI/lobby behaviors only: do not invent networking or remote opponents. The game state should display Players as 1, and there are no actual rival drones despite the introductory online-style language. At the top of the screen, keep a compact HUD: left-aligned uppercase “ORBITAL DASH” branding with a cyan accent on “ITAL”; right-aligned glass stat boxes for Score, Combo (initially x1), and Players (initially 1). During play, update score and combo live. At round end, stop gameplay and restore the center card with title “TIME UP”, text reporting “You scored N.” and inviting the player to start another public match or private room, while retaining the selected mode and appropriate button/status. Use a clean futuristic arcade visual style: dark glass panels, cyan neon outlines/glows, gold collectibles, white text, muted blue-gray secondary text, subtle particle effects, and rounded controls. Keep the game playable with keyboard, touch controls, and mouse-clickable lobby buttons. No extra enemies, health, weapons, lives, multiplayer synchronization, or features not described here.