Arcade › Star Lancer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Damon Smith built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Star Lancer yet. Play it, then tell Damon Smith what you would add next.
Star Lancer was built by Damon Smith 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 Lancer 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.
Recreate a browser-playable 3D arcade game titled “Star Lancer.” Use a Three.js-style WebGL scene with a fixed, slightly angled top-down perspective: the camera follows the player over a rectangular arena, positioned high above and behind the ship, looking toward the arena center. The scene is a dark navy/black space setting with a subtle exponential fog, a large nearly black-blue metallic floor, a cyan-lined grid, four low border walls, and a sparse field of small pale-blue stars high in the background. Use dramatic lighting: cool blue overhead illumination plus a pink accent/rim light, soft shadows, emissive neon materials, and a low-poly sci-fi aesthetic. The playable arena is about 44 units wide by 34 units deep. Place eight static, irregular low-poly asteroid rocks around it as obstacles, in gray/brown tones, including positions roughly at (-18,-12), (-10,-15), (15,-13), (20,6), (12,14), (-16,13), (-21,2), and (0,-16). Rocks block player and enemy movement through simple circular collision bounds. Keep the player inside the arena walls. The player is a small low-poly spaceship, preferably using a stylized colorful spaceship asset with teal/green and gold details; if the asset is unavailable, use a bright blue low-poly cone-like hull with dark blue wings. Start the player near the bottom/south side of the arena at (0, 1.15, 10). The ship moves across the horizontal arena plane at a speed of about 15, with WASD or arrow keys: A/Left and D/Right move horizontally, W/Up and S/Down move vertically in the arena. Normalize diagonal movement and resolve collisions against asteroids. The ship rotates smoothly to face the current aim direction. Aim with the mouse: raycast the cursor onto the player-height horizontal plane and turn the ship toward that point. If there is no usable pointer aim, automatically aim at the nearest enemy, or straight ahead when no enemies exist. Hold the left mouse button or Space to fire repeatedly, one shot every about 0.17 seconds. Each player laser is a bright cyan/ice-blue emissive capsule traveling forward at about 30 units per second, dealing 34 damage and expiring after about 1.6 seconds or outside the arena. Add a short cyan muzzle flash and laser sound effect when firing. The goal is to survive and clear endless enemy drone waves. Begin at wave 1 with four enemies to spawn, spawning from random arena edges after a short delay and then at roughly 0.45–0.9 second intervals. Each enemy is a hovering low-poly drone made from a pink/magenta octahedron body surrounded by a glowing cyan torus ring. Drones hover up and down slightly, rotate, navigate toward the player until they are about 7 units away, back off if closer than 5, avoid asteroids, and fire only when within about 18 units. Enemy shots are pink/red glowing spheres traveling toward the player at roughly 10 units per second plus a small wave-based increase; they deal 10 plus 1.4 times the current wave damage. Enemy fire becomes faster and stronger in later waves. Give enemies 50 plus 12 times the wave health and 3.4 plus 0.25 times the wave movement speed. When a player laser hits a drone, reduce its health and show a brief expanding colored impact burst. Destroyed drones award 100 points, show a pink explosion and impact sound, and have about a 28% chance to drop a floating green emissive icosahedron shield pickup. Pickups rotate, bob, last about 9 seconds, and are collected when the player comes within about 1.6 units; collecting one restores 20 shield up to the 100 maximum and awards 15 points, with a green burst. Enemy shots reduce the player’s shield; show a pink impact burst and sound. At zero shield, stop gameplay and show the restart state. When all enemies in a wave are destroyed and no more remain to spawn, wait about 1.2 seconds, advance to the next wave, spawn 3 + 2*wave enemies, increase enemy shot damage/speed and fire rate, and restore 14 shield (capped at 100). Continue indefinitely. Build a polished HUD over the canvas. At the top left, use a translucent dark glass panel with rounded corners and a thin cyan border containing three uppercase stats: SCORE, WAVE, and SHIELD, with large bold white/cool-blue numeric values. Directly below the top HUD, span nearly the entire screen with a thin rounded shield bar: gradient from hot pink on the left through yellow to mint green on the right, shrinking from the right as shield is lost. At top right, show another translucent glass panel with concise instructions: “WASD / arrows to move — mouse to aim — hold click or Space to fire. On phone, use the joystick and FIRE button.” Before play begins, show a centered translucent rounded glass card with the large uppercase title “STAR LANCER,” the subtitle “Clear drone waves in a neon asteroid arena. Stay moving, line up your lasers, and survive as the enemy fire gets faster.” and a bright cyan-to-blue pill button labeled “Start mission.” Clicking the button starts/reset the mission. Pressing Enter or Space, clicking the canvas, or touching a mobile control should also start it. On game over, bring the card back, change the button to “Restart mission,” and show a failure message stating the reached wave and score. Support mobile controls below about 900px wide: hide them on desktop, but on mobile show a translucent cyan-outlined virtual joystick at bottom left with a glowing blue draggable stick, and a round pink glowing FIRE button at bottom right. The joystick controls the same normalized arena movement and the FIRE button fires while held. Ensure all controls use touch-action handling and the canvas fills the viewport. Use responsive safe-area padding, dark glassmorphism panels, cyan/pink neon accents, rounded borders, subtle blur, and soft glow while keeping the actual game readable against the dark grid arena.