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PROX Assault

  • 3d
  • arcade
  • space-shooter
  • asteroids
  • top-down
  • survival
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cory Juba built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about PROX Assault yet. Play it, then tell Cory Juba what you would add next.

Make your own game

PROX Assault was built by Cory Juba 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 PROX Assault 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 PROX Assault

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 browser game titled “PROX Assault,” a minimalist top-down 3D space survival/shooter inspired by arcade asteroids. Use Three.js or an equivalent 3D engine with an orthographic camera looking straight down from above at a fixed square arena. The camera should cover roughly a 118-unit-wide world and show a deep almost-black navy space background. Scatter about 720 tiny pale gray-white star points across the playfield, with subtle ambient and cool directional lighting so the 3D models are visible.

The player is a small detailed sci-fi fighter/space shuttle model near the lower/central area of the screen. Start it at approximately world position (-22, 0.25, 18), with a slight initial rotation, and keep it on the horizontal X/Z plane at y=0.25. The ship should face its local +Z direction. The ship has inertia: A/Left Arrow rotates counterclockwise and D/Right Arrow rotates clockwise at about 2.9 radians per second; W/Up Arrow accelerates forward at about 23 units/sec², while S/Down Arrow accelerates backward at about 9 units/sec². Apply light drag each frame (velocity multiplied by about 0.984) rather than stopping immediately. Emit small orange thrust particles behind the ship while forward thrust is held.

The arena wraps at its boundaries: use a world half-size of about 55 units, and when the ship, bullets, or enemies pass beyond an X or Z edge, place them at the opposite edge. There are no solid walls and no camera follow—the camera remains fixed overhead.

Press Space to fire a bright yellow spherical projectile from the ship’s nose. Fire only once per keydown and enforce a roughly 0.18-second cooldown. Bullets travel in the ship’s facing direction at about 52 units/sec, live for about 1.6 seconds, and also wrap around the arena. Detect simple distance-based collisions between bullets and enemies.

On startup, spawn 9 enemies at random positions away from the player (avoid the central 22-unit radius): 5 large red asteroid/rock-like “harvesters” and 4 dark charcoal four-sided pyramid obstacles. The harvesters can be based on a faceted low-poly rock model, scaled very large (about 7.2), recolored deep red (around #cc2222), and have 2 health points. Give them random slow drifting velocities up to roughly 2.8 units/sec and gentle random rotation. Each destroyed harvester awards 160 points. The pyramids should be low-poly black/dark gray cones with four sides, approximately 5.5 radius and 8.5 height, with low shininess and nearly black emissive shading. Give them random drift up to roughly 4.2 units/sec, rotate them, and make them mildly home toward the living player; cap their chase velocity around 7 units/sec. Pyramids have 1 health point and award 90 points when destroyed. Keep enemy positions at y=0.3 and wrap them at arena edges. When the enemy population drops below 6, occasionally spawn another random harvester (65% chance) or pyramid.

Use distance collision radii comparable to the original: a bullet hits a harvester within 7.5 units or a pyramid within 5.5 units. A successful hit removes the bullet and subtracts one health; only destroy and score an enemy when health reaches zero. A ship colliding with a harvester uses an approximate 6.5-unit enemy radius, and with a pyramid about 5 units, plus roughly 1.8 units for the player ship. On collision, create a visible particle explosion: red/gray fragments for enemies and a larger orange-yellow burst for the ship. Hide the ship, stop its velocity, subtract one life, and damage the colliding enemy by one health. If lives remain, respawn the ship after about 1.1 seconds at a random position within roughly a 28-unit range and random heading; otherwise show the game-over overlay.

The HUD should be fixed over the canvas in the upper-left. Display large bold white text “SCORE: 0” (update the number as points are earned) and below it orange-peach text “LIVES: 3” (decrement on collision). The running game begins with 3 lives, though the HUD naturally may show 2 after a collision. At the bottom-left, show subdued gray instructional text: “WASD / Arrows: rotate & thrust    SPACE: shoot”. When all lives are gone, show a centered dark translucent game-over panel with a red border, red “GAME OVER” heading, “FINAL SCORE: [score]”, and a dark “PLAY AGAIN” button. Clicking the button must clear enemies, bullets, and particles, reset score to 0 and lives to 3, restore the initial ship position/orientation, and spawn the initial enemy group again.

Keep the visual style sparse and arcade-like: tiny stars on an empty black field, a small realistic/faceted spacecraft, deep red faceted rocks, very dark pyramid shapes, bright yellow bullets, and brief orange/red/gray particle effects. Do not add weapons, power-ups, enemy projectiles, health bars, levels, terrain, sound, or features not described here. Ensure the game is immediately playable from the keyboard and fills the browser window responsively.

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