Skip to content

Arcade › Starbreak Ace

Starbreak Ace

  • 2d
  • space-shooter
  • arcade
  • vertical-shooter
  • sci-fi
  • boss-fight
0
Remix it Discord

2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. bailey.caleb4 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbreak Ace yet. Play it, then tell bailey.caleb4 what you would add next.

Make your own game

Starbreak Ace was built by bailey.caleb4 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 Ace 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 Ace

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 playable game titled “Starbreak Ace,” a vertical 2D space shooter presented in a Three.js-style orthographic scene. Fill the screen with a very dark navy/black space background (#050714) and about 120 tiny blue-white and occasional pale-yellow stars that slowly scroll downward and softly twinkle, creating forward motion. Use transparent sprite artwork in a colorful Kenney-style space-shooter aesthetic: a small blue player spaceship near the bottom, blue/green/red alien ships, gray meteors, blue player lasers, red enemy lasers, colorful power-up icons, shield artwork, and bright circular particle bursts. Keep the game clean and arcade-like, with no ground or scenery other than stars and gameplay objects.

The core loop is: the player pilots the blue ship, survives five escalating enemy waves, destroys enemies and meteors for points, collects occasional drops, then fights a dreadnought boss in wave 6. Destroying the boss wins; reducing the player’s hull to zero loses. Start on a centered translucent dark-blue title card with a thin glowing cyan border and rounded corners. It should show the large glowing title “STARBREAK ACE,” the description “Blast through five enemy waves, grab power-ups, then destroy the dreadnought boss.”, controls text explaining “Move: WASD / arrows / drag. Fire: Space / tap FIRE.” and the power-up types, plus a bright cyan/blue pill-shaped “Launch” button. Press Launch or Enter to start; hide the card during play.

Use a fixed vertical playfield whose logical height is 20 units and whose width adapts to the viewport aspect ratio. The player starts at x=0, y=-7.2, can move in all directions with WASD or arrow keys, and is clamped inside the screen. Movement speed is about 9.5 units/second. On touch/mobile, show bottom controls with left and right buttons and a circular orange/red “FIRE” button; dragging on the canvas steers horizontally and holding the pointer also fires. Keyboard Space fires. The ship fires a blue laser upward automatically while Space/FIRE is held, with a normal cooldown of 0.22 seconds. Player shots travel upward at about 13.5 units/second. The ship briefly blinks after taking damage and begins each run with a short spawn invulnerability period.

Show a fixed HUD over the playfield. At top-left, use a translucent rounded dark panel with cyan border containing a two-column readout: “SCORE” and the current score, “HULL” and current hull, and “POWER” and the current power status. Start at SCORE 0, HULL 100, POWER “Twin.” At top-right, show “Wave 1” in a matching panel and the objective “Survive the squadron.” Update the objective as waves advance. The player has max hull 100. Enemy bullets and collisions damage hull; a regular enemy collision costs 24, a meteor collision costs 18, a bullet costs 12, and an enemy that escapes below the playfield costs 8. Shielded or invulnerable players ignore damage. Award 120 points for ordinary enemy ships, 80 for meteors, and add 5 for each boss hit.

Spawn enemies from the top edge, with no more than roughly 4 + current wave active at once. They drift downward with slight horizontal movement and sinusoidal wobble, bouncing horizontally at the side margins. Use blue and green enemy ships in early waves, gray rotating meteors, and introduce red enemy ships more often from wave 4 onward. Enemy ship health is 2 + wave, red ships have 5 + wave health, and meteors have 3 + wave health. Ordinary enemies fire red lasers at intervals, while meteors do not fire. Destroying an enemy creates a bright burst and has an 18% chance to release a falling power-up. The player must achieve 8 + wave*3 kills to clear each wave. On wave completion, advance the wave, update the objective to “Next squadron incoming,” and award 300 bonus points; after wave 5, enter wave 6 and summon the boss.

Power-ups fall downward at about 2.2 units/second and can be collected by touching them. Random drops include: Rapid (red bolt icon), making fire cooldown 0.11 seconds for 8 seconds; Spread (blue star icon), changing each shot into three angled lasers for 9 seconds; Shield (shown with a cyan shield visual around the ship, temporarily protecting it for 7 seconds); and Repair (yellow star icon), restoring 28 hull up to 100. Collecting any power-up adds 75 points and produces a pickup effect/sound. Display active effects in the POWER HUD as “Rapid,” “Spread,” and/or “Shield,” joined with “ + ”; otherwise show “Twin.”

For wave 6, summon a large red-tinted dreadnought using the red enemy-ship artwork, scaled to roughly 3.7 by 3.1 units. Give it a centered boss health bar near the top of the screen: a rounded dark red container with a glowing red/orange fill, visible only while the boss exists. The boss starts above the screen, descends to a position near the top, briefly sets the objective to “BOSS INBOUND,” then patrols left and right with a gentle vertical sine motion. Give it 180 HP. It fires recurring three-shot red bursts plus an additional aimed red projectile toward the player; increase its firing frequency when below 45% health. The HUD wave label should read “BOSS,” and after the intro the objective should read “Destroy the dreadnought.” Player lasers damage the boss for 4 each (3 while Rapid is active). On boss destruction, make a large orange explosion burst, award 2500 points, and show a centered victory card reading “VICTORY,” a message that the dreadnought was broken and the final score, a small replay hint, and a “Fly Again” button. On defeat, show a centered “SHIP LOST” card with the final score, a shield tip, and a “Retry” button.

Use bright small circular particle bursts for impacts, pickups, collisions, and explosions: cyan for shield/protection, yellow-orange for enemy hits, red for player damage, gray for meteor destruction, and a large orange burst for the boss. Include subtle sprite rotation for lasers, power-ups, meteors, shield, and the boss. Play simple laser, hit, and pickup sound effects if audio is supported. Keep the camera orthographic and centered on the entire playfield; scale responsively to portrait and desktop screens. The presentation should match the supplied visual: glowing cyan typography and borders, translucent glassy HUD panels, blue neon player ship, dark starfield, and an uncluttered arcade interface.

More free browser games

Browse the whole Arcade →