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Silent Starfall

  • 2d
  • space-shooter
  • top-down
  • arena
  • sci-fi
  • arcade
  • progression
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. iceplack built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Silent Starfall yet. Play it, then tell iceplack what you would add next.

Make your own game

Silent Starfall was built by iceplack 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 Silent Starfall 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 Silent Starfall

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 browser-playable top-down 2D space arena shooter called “Silent Starfall,” rendered in a Three.js-style orthographic view. The playfield is a dark nearly black-blue starfield with subtle fog, a square sector grid, a glowing blue outer arena ring, scattered low-poly gray asteroid rocks, three station platforms along the lower part of the arena, and a large wireframe mining asteroid at the center. Keep the visual style minimalist and tactical, inspired by late-1990s space MMOs: faction-colored neon trims and weapon effects, cyan/blue-gray interface borders, dark translucent panels, and monospaced futuristic text. The camera follows the player smoothly from an overhead view, with the player ship near the center of the action and a small white dot showing the mouse aim point.

The player pilots a faction-colored angular fighter named RAVEN-7. Ships are simple flat polygonal spacecraft with a dark body, colored side trim, colored cockpit tint, and a colored engine glow. Support four factions and use these exact colors: House Colos purple, House Restar red, House Tokugawa yellow, and Hibernia Freehold green. Populate the arena with about 18 AI ships distributed around the circular boundary, using the same ship visuals and faction colors. AI ships choose enemy targets, approach or strafe around them, and fire when within weapon range. Friendly ships cannot damage one another.

Core controls: WASD or arrow keys apply thrust in the four directions, the mouse aims the ship and moves the white crosshair, and holding the left mouse button or Space fires continuously. Shift activates a boost only when the equipped engine is Engine Mk V; provide a rechargeable boost with a brief high-speed period and cooldown. Also support a mobile-style virtual movement stick, fire button, and boost button if touch controls are used. The ship accelerates with engine thrust, has a top speed, slight drag, and bounces back when reaching the arena boundary. The ship rotates to face its aim direction, independently of its movement direction.

Implement combat with health, shields, armor, weapons, projectiles, beams, collisions, deaths, sparks, and respawning. Shields absorb incoming damage, regenerate after a delay, and a reflective shield can return a fraction of absorbed damage. Hull armor reduces damage that reaches HP. A destroyed ship disappears in a burst of colored sparks; in most modes it respawns after four seconds, while Elimination ships remain out. Player kills increase kill count and rank, award credits based on the defeated bot’s rank, and write a confirmation message to the event log. Bots can also destroy the player, producing a destruction message. Include these exact weapon families and behavior: Light Cannon Mk I, Heavy Cannon Mk II, Spread Cannon Mk II firing three angled shots, Laser Mk III as a short-lived beam, Torpedo Mk III with delayed arming and homing, Missile Mk IV with exhaust sparks, EMP Beam Mk IV, and Plasma Bolt Mk V with a larger projectile and splash damage. Weapon fire and impact effects should use the shooter’s faction color.

Add persistent progression using browser local storage. Begin with Rank 1, 0 credits, 0 kills, House Colos, Light Fighter, Engine Mk I, Light Cannon Mk I, Light Shield, and Standard Repair Bot. Rank rises by one every four kills, capped at rank 10. A hangar/loadout shop lets the player inspect and buy or equip rank-gated items with credits, with separate tabs for hulls, engines, weapons, shields, and repair bots. Use these exact item tiers and key stats:
- Hulls: Light Fighter (rank 1, free, 100 HP, 0 armor, 1 slot), Interceptor (rank 2, 450 credits, 135 HP, 4 armor, 2 slots), Striker (rank 4, 1400, 180 HP, 8 armor, 3 slots), Destroyer (rank 7, 4200, 245 HP, 13 armor, 4 slots), Gunboat (rank 10, 9200, 330 HP, 20 armor, 5 slots). Larger hulls increase size, armor, HP, and weapon slots but do not reduce speed or rotation.
- Engines: Mk I (rank 1, free, 32 thrust, 18 speed), Mk II (rank 2, 300, 40 thrust, 22 speed), Mk III (rank 4, 950, 48 thrust, 27 speed), Mk IV (rank 7, 2700, 58 thrust, 33 speed), Mk V (rank 10, 7000, 70 thrust, 39 speed, rechargeable boost).
- Weapons: Light Cannon Mk I (free, 13 damage), Heavy Cannon Mk II (420, 32 damage), Spread Cannon Mk II (800, 12 damage per shot, three-shot spread), Laser Mk III (1600, 7 damage rapid beam), Torpedo Mk III (2200, 58 damage), Missile Mk IV (3600, 45 damage), EMP Beam Mk IV (4400, 6 damage with extra shield disruption), Plasma Bolt Mk V (8200, 95 damage and splash). Preserve rank gates and weapon slot requirements.
- Shields: Light Shield (free, 70 capacity, 13/s regeneration), Medium Shield (rank 3, 700, 105 capacity), Heavy Shield (rank 6, 2100, 170 capacity), Reflective Shield (rank 8, 4800, 125 capacity and 22% reflection).
- Repair bots: Standard Repair Bot (free, 1.2 HP/s), Combat Repair Bot (rank 5, 1800, .8 HP/s and an automatic 35 HP burst below half health), Emergency Repair Bot (rank 8, 4000, .2 HP/s and one automatic 95 HP burst below half health).

Build the HUD as visible dark translucent sci-fi panels over the arena. Across the top show the title “SILENT STARFALL,” the current mode and rank bracket with a 120:00 match timer, and faction score counters such as “Colos 0 · Restar 0 · Tokugawa 0 · Hibernia 0.” On the upper left, show a PILOT panel with “CALLSIGN: RAVEN-7,” rank, credits, kills, horizontal HP and SHD bars with numeric values, a boost bar labeled READY or LOCK, and the equipped weapon and hull. On the upper right, show a HANGAR panel with buttons for “Open loadout,” “Change mode,” and “Reset save,” plus a scrolling event log. Along the bottom show the controls hint: “WASD / arrows thrust · Mouse aims · Hold LMB or Space fires · Shift boosts with Mk V engine.” Make bars and faction effects glow softly while retaining the dark, readable tactical presentation.

Include a mode picker with these selectable modes and exact descriptions: House Kill is team deathmatch scoring where the winning house earns double credits; Elimination has no normal respawns and ends when one house remains; Escort is a selectable escort shell mode; Platform Building requires guarding construction near all three platforms until their progress completes; Mining scores minerals while near the central asteroid and ends when 25,000 is reached. Maintain a two-minute timer, reset scores and mission state when changing modes, award the winning faction more credits (500 for a House Kill victory, 350 for other wins, and 120 participation pay for a loss), and log the outcome before restarting the mode. Save purchases, rank, credits, faction, equipped loadout, and kills between sessions. Present the game as an immediately playable arena rather than a title screen or cutscene.

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