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Orbital Pit

  • 2d
  • top-down
  • arena-survival
  • neon
  • sci-fi
  • roguelite
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. Colton Ilgenfritz STUDENT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbital Pit yet. Play it, then tell Colton Ilgenfritz STUDENT what you would add next.

Make your own game

Orbital Pit was built by Colton Ilgenfritz STUDENT 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 Pit 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 Pit

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 2D top-down arena survival game titled "Orbital Pit" using a full-screen HTML canvas with a dark sci-fi neon presentation. The playfield should fill the viewport, with a subtle navy/black radial background and a glowing blue/colored square grid beginning below the top HUD. At the exact center place a large circular orbital pit: a nearly black inner disc with a bright zone-colored rim and a second thin pulsating outer ring. The player is a luminous ball/orb near the lower part of the arena, rendered as a solid glowing circle with a small white highlight and a circular energy arc around it. The player starts with 100 health, 100 energy, speed 250, and a balanced "Spark" ball that fires one projectile, dealing 1 damage; the ball color is pale cyan. Keep the player inside the visible arena bounds.

The goal is to survive successive rooms of enemies, automatically shoot enemies, and collect blue shards. Display a fixed HUD over the canvas: top-left brand text "ORBITAL PIT" in cyan and the current zone beneath it; top-right show ROOM, SCORE, CORE (health as a percentage), and BUILD (current ball name). At the bottom center show the instruction text "WASD / arrows to move · Space or DASH to burst · survive, collect, evolve". Add a left virtual joystick for touch and a circular DASH button on the lower right. Keyboard controls are WASD or arrow keys for movement; Space activates the same dash as the DASH button. The dash is a short burst: consume 25 energy, set movement velocity in the input direction to about 560, last about 0.2 seconds, and show a brief cyan particle burst and screen shake. Dash is unavailable while paused, during its cooldown, or below 25 energy; energy regenerates at about 12 per second, and the circular arc around the player indicates the energy level.

Begin every run paused with a centered modal titled "Choose your ball" and subtitle "Pick your first weapon for the expedition." Present exactly three initial cards: Spark ("Balanced shots that pierce one target.", STARTER), Orbit ("Two orbiting shots circle you and hit nearby enemies.", + ORBIT SHOTS), and Meteor ("Slow, heavy fireballs with splash damage.", + HEAVY HITS). Selecting a card starts room 1. The game automatically fires toward the nearest enemy every 0.7 seconds divided by the player's fire-rate modifier; do not require an attack button. Projectiles travel at about 390, bounce off arena edges, glow in the current ball color, and damage the first enemy they hit. Spark uses one shot. Orbit adds two shots and 0.25 damage (three spread projectiles total). Meteor adds 1.4 damage and multiplies fire rate by 0.65. Also support the other evolution cards for later choices: Bloom (green; "Collecting shards heals more and speeds you up.", + RECOVERY) adds 35 speed and increases shard healing to 9; Void (purple; "Your shots pull enemies toward the pit.", + GRAVITY) adds 95 pull strength and 0.5 damage. Evolutions are cumulative and selecting a later card changes the BUILD name/color.

Each room spawns a wave outside the visible arena around the screen center. Spawn count is min(5 + room number * 2, 24). Enemies continuously home toward the player with slight sinusoidal wobble. Use glowing colored circular enemies with a white highlight and health bars for multi-hit enemies. Include these enemy types with the indicated radius, base speed, health, contact damage, color, and score: crawler radius 15, speed 48, HP 2, damage 5, pink/red, score 90; charger radius 20, speed 29, HP 5, damage 9, orange, score 160; splitter radius 17, speed 38, HP 4, damage 6, purple, score 210; wisp radius 11, speed 68, HP 1, damage 4, green, score 120; brute radius 28, speed 22, HP 12, damage 14, pink, score 450. Add room*1.8 to enemy speed, add floor(room/4) HP, and add room*0.5 contact damage. Use the normal randomized distribution: crawler most common, wisp and charger next, splitter, and after room 5 allow about 12% brutes. Splitters create two small green wisp-like enemies on death. Enemies damage the player continuously on contact.

Place 5 + room blue glowing diamond shards around the central pit at random radii (capped at 16 shards), and give enemies about a 35% chance to drop an additional shard at their death location. When the player touches a shard, award 100 score, heal 4 health (or 9 with Bloom), restore 9 energy, remove the shard, and emit cyan particles. Destroyed enemies emit colored particle bursts and award their listed score. Use glowing cyan projectiles, shards, enemies, and small fading particles for the visual feedback.

The central pit is hazardous and gravitational: when the player enters its radius plus player radius, pull them inward with strength up to about 150, and when very deep inside (less than 48% of the pit radius) continuously drain health at 10 per second. The player can otherwise move responsively with acceleration toward the requested speed. When all enemies in a room are defeated, wait about 1.1 seconds, advance the room, and award room*250 bonus score. For rooms where the new room number is 1 modulo 3 (room 4, 7, 10, etc.), pause and show an evolution modal titled "Choose an evolution" with subtitle "The expedition continues. Upgrade your ball." and three randomly selected cards from the five ball types. For other rooms, immediately spawn the next room.

Cycle the zone label and visual grid/background rim color every three rooms: rooms 1-3 "THE OUTER RIM" in blue (#536eb8), rooms 4-6 "SUNKEN GARDENS" in green (#4b9e78), rooms 7-9 "EMBER CITADEL" in orange-red (#b9684d), and rooms 10-12 "STARFALL VAULT" in purple (#a17bd7), repeating the four-zone cycle. Briefly show a large centered ROOM number and zone message when a room starts. If health reaches zero, stop gameplay and show "CORE COLLAPSED" with "tap DASH or press Enter to restart"; pressing Enter or tapping DASH resets the run to the initial ball-selection modal. Keep the clean responsive neon UI, rounded blue-bordered choice cards, glowing orbital effects, and touch-friendly controls shown in the reference.

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