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Quantum Loop

  • arcade
  • sci-fi
  • endless
  • neon
  • space
  • browser
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. Martím Valdez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Quantum Loop yet. Play it, then tell Martím Valdez what you would add next.

Make your own game

Quantum Loop was built by Martím Valdez 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 Quantum Loop 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 Quantum Loop

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 responsive browser game titled “Quantum Loop,” an atmospheric neon sci-fi orbital expedition dashboard. Use a full-screen HTML canvas with a fixed overlay HUD, no camera movement or perspective changes. The background is a dark navy/black radial space gradient with roughly 70 small cyan-blue square stars scattered across it. In the central playfield, render an 18-by-18 faint blue grid. Inside the grid, render a rounded rectangular closed circuit made from grid cells: a glowing cyan route with a broad translucent cyan aura, a darker blue middle stroke, and a thin bright cyan inner line. The route should be a clockwise, axis-aligned loop inset several grid cells from the edges, with small repeating cyan square markers along it and occasional magenta markers. A small bright cyan/white triangular spacecraft with a magenta rectangular cockpit travels automatically around the loop, always pointing in its direction of travel. It should interpolate smoothly from cell to cell and complete laps continuously.

Place four glowing diamond-shaped hazards/enemies on or around the route. Alternate their colors/types: magenta diamonds represent DRONE enemies and orange diamonds represent BIO-MUTANTE enemies. They pulse subtly and move slowly clockwise along the same circuit. The player has hidden gameplay state including 100 HP and an energy value starting at 78; enemies slowly reduce HP when they nearly overlap the player, but do not add a visible health bar or combat UI and do not implement player attacks. Start with four enemies, each having health based on the current cycle; when a lap is completed, heal the player slightly, restore energy, increase the threat multiplier, and add two more enemies at random route positions.

Build the HUD in Portuguese as a fixed, pointer-events-disabled overlay except for buttons. At top left show a bordered, translucent dark panel with cyan glow and the large letter-spaced title “QUANTUM LOOP,” plus the subtitle “EXPEDIÇÃO ORBITAL // SETOR K-17.” At top right show compact bordered statistic cards labeled “CICLO,” “VELOCIDADE,” and “AMEAÇA”; start at cycle “01,” speed “1.0x,” and threat “1.0.” The cycle increments after each completed loop and threat rises by 0.18 per cycle (display one decimal). At the bottom left show a bordered panel titled “SISTEMAS ATIVOS” with chips reading “PLASMA MK-I,” “ESCUDO 42%,” “BATERIA 78%,” and a route status chip initially reading “ROTA ESTÁVEL.” At bottom right place two bordered dark buttons: “PAUSAR GESTÃO” and “REGERAR LOOP.” On narrow screens stack the bottom panel and actions while keeping everything readable.

Implement interactions exactly: clicking “PAUSAR GESTÃO,” or pressing Space, toggles automatic movement pause; while paused change the button label to “RETOMAR EXPEDIÇÃO,” change route status to “GESTÃO TÁTICA,” and show a brief centered toast saying “TEMPO DESACELERADO PARA GESTÃO TÁTICA.” Resuming restores “PAUSAR GESTÃO,” “ROTA ESTÁVEL,” and shows “MOVIMENTO AUTOMÁTICO RETOMADO.” Clicking “REGERAR LOOP,” or pressing R, creates a fresh identical rounded rectangular circuit, resets the route position/lap progression and enemies, and shows “NOVO CIRCUITO QUÂNTICO SINCRONIZADO.” Arrow Up raises speed by 0.1 up to 2.5x; Arrow Down lowers it by 0.1 down to 0.5x. Movement should run from requestAnimationFrame with a base time of about 0.52 seconds per grid cell divided by the speed multiplier. Clamp frame delta for stable behavior. Use a clean futuristic sans-serif UI, translucent navy panels, thin cyan borders, magenta accents, cyan glow, and orange hazard glow. Keep the visual style minimalist, polished, and holographic, matching the supplied screenshot.

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