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Arcade › Star Barrage
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Star Barrage yet. Play it, then tell Oleg Sidorkin what you would add next.
Star Barrage was built by Oleg Sidorkin 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 Star Barrage 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.
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.
Rebuild a playable browser game titled “Star Barrage,” a fast bullet-storm arcade space shooter viewed in a 3D perspective/top-down angle. Use Three.js with a PerspectiveCamera positioned high and behind the player, looking toward the far end of the arena. The arena is a dark holographic combat grid floating in deep space: a rectangular cyan wireframe playfield with several horizontal and vertical grid divisions, no opaque floor, dark navy background, subtle blue/purple nebula haze, many layered twinkling colored stars, a large moon silhouette pushed into the upper-left background, and a large purple ringed planet visibly cropped into the upper-right corner. Keep the visual style clean, neon, emissive, and synthwave-like. The player controls a small bright cyan/white spacecraft near the bottom-center of the grid. Build it from simple geometric 3D shapes: a pointed cyan glowing body, broad pale wings, and a bright core. Move anywhere inside the arena with WASD or arrow keys; clamp the ship within the rectangular playfield. Hold Shift for precision movement at roughly half speed. The ship tilts slightly while moving. Hold Space to fire continuously upward toward the enemy side. At weapon level 1, fire two cyan projectiles; at level 2, fire three projectiles with a central shot and angled side shots; at level 3, fire five projectiles in a wider spread, including a stronger/faster central shot. Bullets are bright glowing spheres and travel toward the top/far end of the playfield. Spawn organized enemy waves at the far/top end. Enemies are colorful flattened octahedral/diamond-like ships with a glowing ring around each body, arranged in rows and columns. Wave 1 has 2 rows and 5 columns; as waves increase, use more rows up to 4 and more columns up to 9, with a maximum formation width of about 14 world units. Use a rotating, bobbing formation: each enemy oscillates horizontally and vertically around its base location. Cycle formation colors across waves (pink/red, orange, purple, teal, magenta). Enemy health starts at 1 and increases by 1 every four waves. Enemies automatically shoot aimed bullets toward the player, three-shot spreads, or six-shot fan/radial-style bursts. Make enemy bullets visibly distinct and bright: pink aimed shots, orange spread shots, and purple fan shots. Fire cadence becomes faster and bullet speed increases with wave number. The player must dodge dense patterns. Enemy bullets and direct enemy contact damage the player. After being hit, grant about 2 seconds of invulnerability with a blinking ship. A hit first degrades the weapon from level 3 to 2 or level 2 to 1 instead of costing a life; at level 1, a hit removes one of the player’s lives and resets the combo. Start with 3 lives. When lives reach 0, explode the ship with a large multicolored particle burst, stop the music, hide the ship, and show a centered dark translucent Game Over overlay reading the final score and “Press Enter to restart.” Enter resets the entire game to wave 1 with 3 lives, 2 bombs, weapon level 1, score 0, and an active first wave. Destroying enemies awards score based on wave and combo. Maintain a combo multiplier starting at x1.0, increasing by 0.15 per kill up to x5.0, with a short timer that refreshes on kills and slowly decays back toward x1.0 when the player stops scoring. Display the combo with one decimal place. Destroyed enemies can randomly drop pickups: cyan weapon pickups that raise weapon level up to level 3, gold bomb pickups that add one bomb up to 5, and rare green life pickups that add one life up to 5. Pickups are glowing rotating octahedral cores with matching torus halos, drift toward the player side, wobble, expire after several seconds, and are collected by contact. Start with 2 bombs. Press X to use a bomb when one is available: consume one bomb, grant temporary invulnerability, clear every enemy bullet on screen, award a bullet-cancel score bonus, and damage every enemy in the current wave by 2. Show a bright bomb effect/particle burst on damaged enemies. Clearing all enemies cancels all remaining enemy bullets and awards a wave bullet-cancel bonus; then after a brief pause spawn the next wave with increased pressure. The HUD is a fixed overlay at the top of the screen, styled with pale cyan uppercase labels and a subtle cyan glow. Show Score, Lives, Wave, Weapon (formatted Lv1/Lv2/Lv3), Bombs, and Combo (formatted x1.0 etc.). Under the stats show contextual status text: initially “WASD move — Hold Shift for precision — Space fires — X bombs” (or equivalent wording), then temporary messages for incoming waves, weapon boosts, bomb collection/use, weapon degradation, direct hull hits, wave-cleared bullet bonuses, and other pickups. Use a dark navy/black page with no scrollbars and a responsive canvas that resizes with the window. Add small geometric particle bursts for enemy kills, pickups, bomb impacts, player hits, and the final ship explosion. Animate stars moving through the scene toward the camera with twinkle/fade behavior, and subtly pulse the background nebula and slowly rotate the distant moon/planet silhouettes. Use simple synth arcade audio if available: fire, hit, pickup, bomb, and explosion sounds plus a looping synthwave lead-and-bass background track that starts after user input and stops on game over. Keep the core game fully playable even if audio is unavailable.