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Starburst

  • 3d
  • arcade
  • space-shooter
  • endless
  • sci-fi
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. yetunde tolulope built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starburst yet. Play it, then tell yetunde tolulope what you would add next.

Make your own game

Starburst was built by yetunde tolulope 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 Starburst 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 Starburst

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 3D arcade space-shooter called “Starburst,” viewed from a slightly elevated third-person chase camera behind and above the player ship. The camera looks forward down a long dark futuristic battle lane and subtly follows the ship horizontally and in depth. Use Three.js-style low-poly geometry with a black/deep navy space background, faint fog, scattered small spherical stars in white, pale blue, and lavender, and cool blue lighting. The ground is a wide dark-indigo rectangular trench/road extending into the distance, with glowing cyan longitudinal rails and regularly spaced glowing blue transverse grid lines that scroll toward the camera to convey forward motion. Keep the visual style sleek, neon sci-fi, geometric, and arcade-like.

The player controls a small low-poly spacecraft near the bottom/front of the lane. Build it from a pale metallic faceted nose/body, two short flat swept wings, a glowing cyan cockpit sphere, and two pink/red rear thrusters. It hovers slightly above the lane and gently bobs. Constrain it horizontally to the lane width and in depth to the nearby player zone. Support keyboard movement with WASD and arrow keys: left/right move horizontally, up/down move forward/back within the player zone. Also support pointer/touch dragging anywhere on the screen: while held, map the pointer position to a target x/depth and smoothly steer the ship toward it. Bank the ship slightly based on horizontal position. The player continuously auto-fires without a fire button.

Player shots are small bright capsule-like bolts traveling rapidly forward/up the lane. With the default “Blaster,” fire one yellow-white bolt about every 0.24 seconds. Incoming enemies are spawned from far ahead, travel toward the player, and become more frequent over time. Each enemy is a low-poly pink/red octahedral core surrounded by an orange glowing torus ring and a dark-purple horizontal wing/bar. Drones drift slightly side-to-side and spin as they approach. A shot destroys a drone in one hit and awards 10 points, with orange sparks on destruction. If a drone collides with the player, deal 22 hull damage; if it passes beyond the player, deal 12 hull damage. Remove the drone in either case.

The player begins with Hull 100. Show damage through pink sparks and a brief cockpit flash. If hull reaches zero, stop gameplay and show a centered translucent dark overlay titled “Mission Lost,” show the final score, and provide a “Restart” button that resets the run. The player can collect incoming power-ups, which are glowing colored faceted gems with torus halos moving toward the player. Spawn one periodically among the enemy traffic, randomly choosing: cyan “spread,” green “shield,” or gold “rapid.” Collecting one awards 15 points and displays a temporary message. Spread shot lasts 8 seconds and fires the normal center bolt plus two additional angled bolts. Rapid fire lasts 8 seconds and reduces the fire interval to about 0.12 seconds. Shield lasts 7 seconds, visibly surrounds the ship with a translucent rotating cyan wireframe sphere, and absorbs impacts; each absorbed hit reduces remaining shield time by 1.4 seconds instead of damaging hull. Display active power and remaining seconds in the HUD.

At score 250, stop normal drone spawning and bring in a boss called the “Void Manta.” Make it a larger hovering low-poly boss with a faceted blue-violet shell, orange glowing central eye, broad dark-purple wings, and a pink glowing torus/crown. It enters from the distance and then hovers around the far end of the lane, moving side to side and bobbing while rotating. Give it 90 hit points. Player shots damage it one hit point at a time; show a boss health bar while active. The boss fires pink spherical projectiles toward the player: one aimed shot plus two side shots, with a faster firing cadence below 45% health. It also periodically spawns two normal drones. On contact with the boss deal 30 hull damage. When its health reaches zero, create a large burst of golden/pink sparks, award 200 points, remove it, show “Boss destroyed! Sector destabilized.”, and resume the regular enemy flow. After defeating it, the next boss threshold is 350 points higher than the previous threshold, so later boss encounters can occur at increased scores. Boss health should show as a percentage in the bar.

Implement collision checks between player shots and drones/boss, enemy shots and the player, enemies and the player, and power-ups and the player. Projectiles and objects should be removed when they leave the play area. Add short-lived particle sparks for hits, destruction, shield impacts, and power-up collection. The scrolling trench, grid, and starfield should continue moving even on the title/game-over states at a slower rate, while active gameplay updates all movement, spawning, combat, timers, and collisions.

Create a clean HTML HUD over the canvas. In the top-left show rounded translucent dark pills with thin pale-blue borders for “Score: 0,” “Hull: 100,” and “Power: Blaster.” Show temporary gold status messages near the top-right, including boss and power-up notifications. When the boss is active, show a “BOSS” label and a long rounded pink-to-gold health bar beneath the top-left HUD, with the remaining percentage. At launch, display a centered rounded translucent dark card with the title “Starburst,” the instructions “Drag or move with WASD / arrow keys.” and “Auto-fire through incoming drones, then survive the boss wave.”, plus a bright cyan-to-lavender rounded “Launch” button. Also show a bottom-center rounded hint reading “Drag anywhere to steer” during play. Starting by clicking Launch, pressing Space, or pointer-down should begin the run; Restart resets score, hull, power timers, boss progression, and all active objects.

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