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Arcade › Starbreaker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. robin singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starbreaker yet. Play it, then tell robin singh what you would add next.
Starbreaker was built by robin singh 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 Starbreaker 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.
Create a browser-based 2D arcade asteroid shooter titled "Starbreaker". Use a full-viewport canvas with a dark navy/near-black space background (#050615), scattered small softly glowing blue-white stars, and a fixed HUD. At the top left show `SCORE 000000` with a bold, widely spaced futuristic-looking system font and cyan glow; at the top right show `LIVES 3` in the same style. On the initial screen, keep the game stopped and center a large glowing light-cyan title `STARBREAKER`, the subtitle `Destroy the swarm. Survive the drift.`, and a rounded rectangular cyan-outlined dark-blue `LAUNCH` button. Pressing Launch (or Enter when stopped) starts/restarts the game, hides the message, resets score to 0, lives to 3, and creates the player and the first wave. Gameplay is a top-down, screen-wrapping asteroid field with no camera scrolling: the playfield fills the viewport and objects leaving one edge re-enter from the opposite edge (using a margin of roughly 60 pixels). The player is a small outlined triangular spaceship at screen center initially, pointing upward. Draw it as a cyan/white outlined dart-like triangle with a dark blue fill; its nose points in its facing angle. The ship rotates left/right, thrusts forward, drifts with inertia, and can brake/reverse damping with down. It has velocity friction, but remains floaty. Keyboard controls: Arrow keys or WASD; left/right rotate at about 3.5 radians per second, up accelerates in the facing direction at about 220 units/second squared, down damps velocity, and Space fires. Holding Space autofires with a 0.18-second cooldown. Each shot is a small bright cyan circular projectile fired from the ship nose at about 470 units/second plus the ship's current velocity, with a lifetime of about 1.2 seconds and screen wrapping. Also provide touch controls over the canvas: at the bottom left a translucent blue circular directional pad laid out as up, left, down, and right arrow buttons; at the bottom right a large circular dark red/magenta button labeled `FIRE`. Buttons should support pointer press/release and be usable on mobile. On wider screens make these controls somewhat translucent/subdued. The controls are visual UI overlays and should match the screenshot: left pad near the lower-left corner and FIRE near the lower-right. At the beginning of each run spawn 5 irregular outlined asteroids around the edges, avoiding a 180-pixel radius around the player. Asteroids drift in arbitrary directions at roughly -35 to 35 pixels/second, rotate, and wrap around the screen. Draw each as a dark blue-gray filled, light slate outlined irregular polygon with a randomly varied radius around 26–48 pixels and 9-ish uneven vertices. The asteroid collision radius is its current radius. When a bullet hits an asteroid, remove the bullet and asteroid, award 20 points for a large asteroid, 50 for a medium, and 100 for a small one, and emit a brief orange particle burst. Large asteroids split into two smaller asteroids; medium split into two small asteroids; small asteroids disappear. Use size levels 3, 2, 1, with child radius about 58% of the parent and somewhat faster random drift. When all asteroids are destroyed, increment the wave, award 100 bonus points, and spawn a new wave with `min(5 + wave, 10)` asteroids. Keep the score zero-padded to six digits in the HUD. The ship has 3 lives. If it collides with an asteroid, only when it is not invulnerable, subtract one life, update the HUD, show a pink/red particle burst, reset its position to the center and velocity to zero, and grant about 2 seconds of invulnerability. During invulnerability blink the ship by alternating its alpha. If lives reach zero, stop the game, show the center message with heading `SHIP LOST`, text `Final score: <score>`, and change the button label to `RELAUNCH`; pressing it starts a fresh run. Render short-lived square particles for explosions, using cyan for general effects, orange for asteroid destruction, and pink/red for ship loss. Render the ship's thrust flame as a small orange chevron behind it only while thrust is held. Keep the overall style minimalist neon sci-fi: crisp canvas vector shapes, dark space, cyan glows in UI, subdued blue-gray rocks, orange muzzle/explosion accents, and no extra powerups, enemies, menus, or mechanics beyond this asteroid survival loop.