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Star Drift

  • 2d
  • arcade
  • asteroids
  • space
  • shooter
  • survival
  • vector
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Drift yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Star Drift 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 Drift 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 Star Drift

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 2D top-down Asteroids-style arcade survival shooter titled "Star Drift". Use a full-screen orthographic playfield with a pure black background and a fixed camera; the visible world should be a wide wrap-around rectangle whose vertical view is about 90 world units and whose width follows the screen aspect ratio. Scatter roughly 110 tiny, dim white cross-shaped stars across the background. Render everything as thin white vector outlines with no filled sprites: the player is a small triangular spaceship near the center, asteroids are irregular jagged polygon outlines, bullets are short bright white line segments, and impacts create brief outward-flying white line particles.

The goal is to survive and clear successive waves by shooting every asteroid. Begin at wave 1 with 3 + wave large asteroids (4 large asteroids initially), spawning them away from the player's center starting area. Every large asteroid moves with a random direction and speed, rotates slowly, and when hit splits into 2 medium asteroids. Every medium asteroid splits into 3 small asteroids, while a small asteroid is destroyed outright. Award 20 points for destroying a large asteroid, 50 for a medium asteroid, and 100 for a small asteroid. When the asteroid list becomes empty, immediately start the next wave: increase the number of large asteroids to 3 + wave and increase overall asteroid speed by about 13% per wave. Asteroids, player, bullets, and particles wrap continuously from each screen edge to the opposite edge, and collision checks should account for the wrapped distance across edges.

The ship should rotate left/right and accelerate in the direction its pointed nose faces, with inertia and light drag rather than instant stopping. Support ArrowLeft/ArrowRight or A/D to rotate, and ArrowUp or W to thrust. Cap the ship's speed. Show a brief flickering triangular thrust flame behind the ship while thrusting. Support Space and mouse/pointer click to fire; shots launch from the ship's nose, inherit the ship velocity, travel quickly, have a short lifetime of about 1.35 seconds, and fire no more often than roughly every 0.18 seconds.

The ship has 3 lives. Contact with any asteroid costs one life, produces a larger line-particle burst, hides/destroys the ship, and displays "SHIP DESTROYED" while it waits about 1.45 seconds to respawn at the center when the center is safe. A newly spawned or respawned ship is invulnerable for about 2.2 seconds and should visibly blink during that period. After the third lost life, stop gameplay and show a centered multiline message: "GAME OVER", the padded score, and "PRESS ENTER TO RESTART". Press Enter to reset score, lives, wave, and the game to wave 1.

Add a minimalist fixed white monospace HUD over the playfield: top left reads "SCORE 00000" with zero-padding, top center reads "WAVE 1", and top right reads "LIVES 3". At the center, briefly display the current wave number such as "WAVE 1" at wave start; display the destruction message during respawn and the game-over message at the end. Along the bottom, show the instruction text "WASD / ARROWS to steer · SPACE or CLICK to fire · clear every asteroid". Keep the visual language stark and classic: black space, thin white outlines, subtle white glow/text shadow, and no colorful artwork or filled UI panels.

For coarse pointer/touch devices, show translucent circular controls over the lower portion of the screen: left and right rotation buttons, an upward thrust button, and a larger FIRE button on the lower right. Make the canvas responsive, prevent page scrolling, and preserve the clean vector presentation.

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