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Starbreak

  • 2.5d
  • space-shooter
  • arcade
  • vertical-shooter
  • waves
  • boss-fight
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. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbreak yet. Play it, then tell Hudson Peterson what you would add next.

Make your own game

Starbreak was built by Hudson Peterson 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 Starbreak 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 Starbreak

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 2.5D vertical space shooter titled “Starbreak.” Use an orthographic, screen-facing playfield with a fixed camera and a dark navy/black space background. Fill the background with about 260 small cyan, white, and blue stars that continuously drift downward and wrap back to the top, giving a moving starfield effect. Use crisp Kenney-style space-shooter sprite art: a small blue/gray fighter for the player, colorful enemy ships, gray and brown asteroids, blue player lasers, red enemy lasers, explosion sprites, and colorful power-up icons. Keep sprites proportional rather than square and layer them cleanly over the starfield.

The player fighter starts near the bottom center with 100 health and can move freely in the screen plane using WASD or arrow keys, clamped inside the visible bounds. Slightly tilt the ship while moving horizontally. The first movement or firing input starts the run, so the opening instructions remain on screen and enemies do not attack before the player begins. Hold Space or hold the mouse/pointer on the game canvas to fire forward. On touch devices, show a bottom-left four-direction on-screen D-pad and a large round red FIRE button at bottom-right; D-pad presses must move only and must not accidentally fire. Allow R to reset/restart after a loss or win.

Implement continuous forward shooting with a normal cooldown of about 0.28 seconds. Player blue lasers travel upward. Enemies and obstacles enter from above and travel downward. There are five waves. Waves 1–4 progressively increase normal enemy and asteroid counts: wave 1 has 6 enemies and 4 asteroids, wave 2 has 9 and 6, wave 3 has 13 and 8, and wave 4 has 16 and 10, with progressively faster spawn pacing. Spawn ordinary blue, green, and red enemy ships with about 18 plus wave*4 health; they drift downward with slight horizontal sinusoidal movement, periodically aim a red laser toward the player, and are worth 100 points when destroyed. Spawn large gray or medium brown asteroids with health 28 or 12; they drift downward, rotate, and are worth 20 points when destroyed. Also occasionally let power-ups appear high on the screen and fall with a gentle wobble.

On wave 5, spawn one much larger red enemy dreadnought boss along with 8 support enemies and asteroids. The boss has 180 health, stays near the upper area while moving side to side, fires aimed red shots more frequently, and fires additional angled shots in a spread. The boss is worth 1200 points. The player’s blue shot does 12 damage to an enemy or asteroid. Show brief hit flashes, expanding short-lived explosion sprites, and use simple laser, impact, pickup, and explosion sound effects if available.

The player takes 10 damage from an enemy laser, 16 from an asteroid collision, 18 from a normal enemy collision, and 30 from the boss collision. Add brief invulnerability after damage and make the ship blink while invulnerable. A blue shield power-up grants a visible translucent rotating shield bubble around the fighter and blocks damage for 9 seconds. Other power-ups are: a red bolt for rapid fire for 8 seconds (shorten the firing cooldown to about 0.115 seconds), a yellow star for spread shot for 10 seconds (each shot fires three blue lasers angled slightly left, straight, and right), and a silver star that immediately restores 28 health up to 100. Normal enemies have a chance to drop power-ups, and power-ups can also appear occasionally during spawning. Display active rapid, spread, and shield effects as compact colored timer pills near the lower-left HUD.

The run ends when health reaches zero: show an expanding explosion and a centered translucent blue/navy message card reading “SHIP LOST” with “Press R to restart the run.” When all enemies in waves 1–4 are cleared, advance to the next wave and briefly show a centered wave announcement. When the wave 5 boss and all remaining enemies are destroyed, show “SECTOR CLEARED” with “You survived every wave and defeated the dreadnought. Press R for another run.”

Use a clean HUD over the playfield. Across the top place three dark translucent rounded panels with thin cyan borders: HEALTH with the numeric health and a horizontal health bar (green to yellow while healthy, changing to red/orange at low health), SCORE with the current score, and WAVE showing the current wave out of 5. Use bold white/cool-blue futuristic system text, subtle glow, and responsive sizing for small screens. Keep the overall visual style minimal, arcade-like, polished, and space-themed, with the sprites and HUD sharply visible against the starfield. Include collision handling for lasers, ships, asteroids, the player, and pickups, and prevent gameplay updates after win or loss.

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