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Starbreak Squadron

  • 2d
  • shooter
  • vertical-scroller
  • arcade
  • space
  • bullet-hell
  • wave-based
  • pixel-art
  • top-down
0
Remix it Discord

91 plays ·added July 1, 2026

About Starbreak Squadron

Pilot a pixel ship through waves of enemy formations, grabbing rapid fire, spread shot, shields, and health to stay alive. Break V-wedges, snaking columns, and pincer attacks before facing the boss carrier.

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.

1 comment

Mariana Muntean

basic, good game! I enjoyed it playing for a couple of minutes

Make your own game

Starbreak Squadron 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 Starbreak Squadron 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 Squadron

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 vertical scrolling space shooter with clean pixel-art arcade aesthetics. The camera is fixed with all action viewed from directly above.

**Player Ship**: A bright cyan/teal triangular pixel-art spaceship with a white inner triangle highlight, pink/magenta side wings, and two animated yellow thruster flames at the base. The ship is rendered as a sharp geometric polygon. Position it near the bottom center of the screen with ~12 pixel collision radius. Give it 100 HP displayed in the HUD.

**Controls**: WASD or arrow keys for 8-directional movement (290 pixels/sec). Space bar, mouse click, or on-screen FIRE button to shoot. Mobile touch controls include a 4-way d-pad (up/down/left/right buttons) at bottom-left and a FIRE button at bottom-right. The ship stays within safe bounds, unable to leave the play area.

**Player Weapons**: The player shoots yellow rectangular bullets (4×14 pixels with glowing aura) straight upward at 560 pixels/sec. Normal fire rate has 0.22s cooldown. Bullets deal 16 damage and despawn after traveling off-screen.

**Power-ups**: Defeated enemies drop colored square pickups (28×28 outer square, 20×20 inner dark square) that drift downward at 70 pixels/sec and spin slowly:
- RAPID FIRE (yellow, ⚡ icon): 8 second duration, increases fire rate to 0.105s cooldown, reduces damage to 11 per shot
- SPREAD SHOT (pink/magenta, ✹ icon): 9 second duration, fires 3 bullets in a spread pattern (-0.28, 0, +0.28 radians)
- SHIELD (cyan, ◆ icon): 10 seconds, grants 60 shield points that absorb damage before health, shows as a pulsing cyan ring around ship
- HEALTH (green, + icon): instant heal of 32 HP, no duration display

Active power-up timers display in the top-right as colored pills showing icon and remaining seconds.

**Enemies**: Three basic types appear with pixel-art polygon designs, dark rectangular cockpit window, and yellow square detail:
- SCOUT (pink #ff4ea3, 15px radius): Small triangle, 20+wave×3 HP, 58-95 pixels/sec descent with gentle sine wave wobble, worth 100 points
- ZIG (orange #ff9b54, 17px radius): Angular shape, 30+wave×4 HP, strong side-to-side sinusoidal movement at 48-75 pixels/sec down, worth 150 points
- TANK (purple #b26bff, 24px radius): Large hexagonal, 68+wave×8 HP, slow 28-48 pixels/sec with slight wobble, worth 280 points

All enemies fire red square projectiles (5×5 pixels with white stroke) aimed at the player's position at intervals based on their type. Projectiles travel at 155 pixels/sec and deal 12 damage.

**Enemy Formations**: Announced with cyan "FORMATION" floating text at top, spawn as coordinated groups:
- VEE: Wedge of 3-4 ships in V-formation descending together with gentle sway (lead ship is Tank on wave 3+)
- WALL: Horizontal line of 5-7 ships (center is Tank on wave 3+) swaying left-right as they descend
- COLUMN: Vertical chain of 4-6 ships (last is Tank on wave 3+) snaking side-to-side with pronounced sine wave
- PINCER: Pairs of Zigs entering from left and right screen edges simultaneously, converging toward center with wavy vertical movement (wave 3+)

**Boss Carrier**: Large octagonal red ship (#ff3864, 58px radius) with dark red rectangle across center, yellow detail bar, and cyan side lights. 900 HP shown in a horizontal bar at top of screen. Enters from top with "BOSS WAVE" announcement in yellow text. Descends to 95 pixels from top then sweeps horizontally at 80 pixels/sec, bouncing at screen edges. Fires two attack patterns:
- Aimed spread: 5 yellow projectiles (#ffdc5f) in a spread toward player every ~1.5-2.5 seconds
- Radial burst: 18 pink projectiles (#ff8ef1) in a complete 360° circle every 3.2 seconds

Boss worth 2500 points. Triggers after 4300 score or 92 seconds of gameplay. Defeating it displays "MISSION CLEAR" victory screen.

**Spawning Logic**: Enemies spawn from top (or sides 24% of time on wave 2+) with dynamic timing. Solo spawns every 0.38-1.05 seconds depending on wave and game time. Formations spawn with 22%-45% chance (increases with wave). Spawn rate accelerates with wave progression and game time. Wave advances based on score milestones (every 1100 points, max wave 4).

**Combat & Damage**: Bullets collide with enemies using radius-based collision detection. Enemy bullets and body collisions damage the player (12-25 damage per hit, 45 from boss collision). Shield absorbs damage first with cyan ring flash effect. After taking damage, player gets 0.55s invulnerability and 0.2s white flash. Screen shakes on hits. Enemy collisions destroy the enemy and damage player.

**Visual Effects**: 
- Explosions: Particle bursts (22-80 particles depending on enemy size) of colored squares radiating outward at 40-260 pixels/sec, fading over 0.25-0.75s
- Impact sparks: Small yellow particles on bullet hits
- Ring flashes: Expanding colored rings on shield hits and power-up collection
- Floating score text: Yellow "+100", "+150", etc. rising and fading over 1.1 seconds
- Power-up names float up on collection in their respective colors

**Background**: Dark blue gradient (#06071a to #10081e) with scrolling starfield. Stars are white 1-2 pixel rectangles at varied depths (z: 0.5-3.5) scrolling downward at 28-119 pixels/sec based on depth, with subtle twinkle opacity animation. Faint vertical purple stripes (rgba(103,82,255,0.07)) scroll slowly for depth effect.

**HUD**: Top-left panel shows SCORE (6 digits, zero-padded), HP (current health), SHIELD (current shield), and WAVE (1-4 or "BOSS"). Top-right shows active power-up pills with icon and countdown timer. Boss HP bar appears below score when boss is active (horizontal bar, red fill, yellow border). Use monospace pixel font ('Press Start 2P' style) for all text.

**Game States**: 
- MENU: Shows title screen with "STARBREAK SQUADRON" title, controls instructions, and START button
- PLAYING: Active gameplay
- GAME OVER: "SHIP LOST" message with final score and RESTART button
- WIN: "MISSION CLEAR" message with final score and RESTART button

**Collision**: Player ship radius 12px, can collect power-ups within 14+8px range. 28% power-up drop rate from normal enemies, 100% from boss. All objects use circle collision detection with squared distance checks for performance.

**Difficulty Curve**: Wave 1 starts easy with scouts. Wave 2+ adds Zigs and side-entry spawns. Wave 3+ adds Tanks to formations and pincer attacks. Wave 4 maximizes spawn rate and formation complexity. Spawn rate decreases from 1.05s to 0.38s minimum as waves and time progress.

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