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Spore Striker

  • 2.5d
  • arcade
  • shooter
  • endless
  • centipede
  • touch-friendly
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. Gui Silva built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spore Striker yet. Play it, then tell Gui Silva what you would add next.

Make your own game

Spore Striker was built by Gui Silva 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 Spore Striker 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 Spore Striker

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 portrait-friendly 2.5D arcade shooter called “Spore Striker.” Use a fixed orthographic, slightly elevated top-down camera looking over a rectangular mushroom field; keep the playfield centered and show the player in the limited bottom movement zone. Render with a colorful low-poly/3D arcade style: a dark navy background and fog, a soft green rectangular ground with a subtle glowing square grid, purple raised rims on all four sides, soft shadows, and bright emissive colors. Use a cyan/yellow angular blaster as the player avatar near the bottom edge, pointed upward. Use red and tan low-poly mushrooms distributed across the field as obstacles. Mushrooms each have 4 HP: player shots collide with and disappear on contact, reduce HP, award small points, visibly tint/damage them red, and remove them at zero HP; mushrooms block and redirect centipede movement. If the external low-poly mushroom and caterpillar assets are unavailable, use simple procedural equivalents (small pale stem plus colored cap, and bright rounded caterpillar segments), but preserve the silhouettes and colors. Use a bright blue vertical laser sprite for player bullets and pink glowing faceted falling spores for enemy hazards.

Start on a title overlay reading “Spore Striker,” with the subtitle “Blast every centipede segment before the mushroom field overruns you.” and “Shots chip mushrooms, split chains, and clear lanes.” Include a green rounded “Start firing” button. The HUD remains over the game: top-left translucent dark rounded panel with green title and “Score 0 · Wave 1 · Segments 0” style status; top-right translucent panel saying “WASD/Arrows move · Space fires” and “Touch/drag to move, hold to shoot.” At the bottom show the hint “Drag in the bottom zone · Hold anywhere to fire.” Hide the title overlay when play begins.

Core loop: on start, clear/reset the field, set score to 0 and wave to 1, place the blaster around x=0 near the bottom, create roughly 38 + wave*5 mushrooms in integer grid positions outside the player zone, and spawn one horizontal centipede chain of 13 segments near the top. The centipede snakes horizontally across the field at speed about 2.2 + wave*0.14. Its head and following segments move left/right, reverse at side walls or when encountering a mushroom, and drop one grid row toward the player when turning. It should visually follow the head in a connected chain. The player fires repeatedly upward with a short 0.14-second cooldown. A shot that hits a centipede segment removes it, awards 100 points for the head or 60 for another segment, creates a mushroom at the hit grid location, and splits the remaining chain into separate chains moving in opposite directions. Clear all segments to advance to the next wave: add more mushrooms and spawn a longer chain; from wave 3 onward spawn a second chain too. Do not add lives or health meters because the observed game has none.

After an initial grace period of about 1.5 seconds, periodically spawn pink faceted spore hazards at random positions near the top. They drift downward with slight horizontal motion, rotate, bounce at side limits, and end the game if they touch the player. The game also ends if a centipede segment touches the player, showing a centered dark overlay with a title such as “You were tagged!” or “Spore strike!”, the cause text, final score, and a green “Try again” button. Restart resets everything.

Controls must match: keyboard WASD and arrow keys move the player only within the bottom horizontal zone (x approximately -7.4 to 7.4, z approximately -10.1 to -6.8); Space fires continuously while held and Enter or Space starts/restarts from the title/game-over screen. On touch/pointer input, dragging in the field moves the blaster to the pointer position clamped to the bottom zone, and holding/tapping fires continuously; release stops firing. Clamp all movement inside the purple field rim. Include responsive resizing and preserve the portrait layout. Use a fixed orthographic camera, no camera scrolling, and show subtle lighting/shadows. Use the Fredoka-like rounded bold UI typography, translucent blurred navy panels, white text, pale-green title, yellow overlay heading, cyan player and green start button styling.

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