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Starfall Patrol

  • 2d
  • arcade
  • space-shooter
  • asteroids
  • top-down
  • endless
  • mobile-friendly
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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. Aynur Əliyeva built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfall Patrol yet. Play it, then tell Aynur Əliyeva what you would add next.

Make your own game

Starfall Patrol was built by Aynur Əliyeva 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 Starfall Patrol 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 Starfall Patrol

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 fullscreen 2D top-down arcade space shooter called “Starfall Patrol,” rendered on an HTML canvas with a fixed camera and no scrolling. The playfield is a nearly black/navy space backdrop (#050716) with a subtle radial blue glow toward the center, dozens of softly twinkling pale stars of varied small sizes, and wraparound screen edges: ships, bullets, and asteroids leaving one edge re-enter from the opposite edge.

The player pilots a small minimalist triangular spacecraft centered in the arena at launch. Draw it as a narrow forward-pointing outlined triangle/arrow with a pale icy-white stroke, translucent blue interior, and a rear notch/shape; it rotates to face its travel direction. The ship has inertia: turning changes its angle, thrust accelerates it forward, and light drag gradually reduces velocity. On desktop, support A/Left Arrow to rotate left, D/Right Arrow to rotate right, W/Up Arrow to thrust, and Space to fire. Keep controls active while held, and allow an immediate shot on Space press. On mobile/touch, show three circular controls near the bottom-left/bottom-center for left (◀), thrust (▲), and right (▶), plus a larger red-pink circular FIRE button at bottom-right. Buttons should be translucent dark blue with pale borders, while FIRE is a prominent translucent coral/red circle.

The goal is to clear successive asteroid waves. Begin with wave 1, score 0, and 3 ships/lives. Each wave starts with 3 + wave*2 large asteroids entering from random screen edges, aimed generally toward the center with some angular variation. Asteroids are irregular nine-sided rocky polygons with dark blue-gray translucent fills, blue-gray outlines, random radii per vertex, rotation, and slow random spin. Large asteroids have radius 45 (size 3); when shot they split into two size-2 asteroids, then size-2 split into two size-1 asteroids. Size 2 and size 1 radii are 30 and 15. Destroying a size-3 asteroid awards 20 points, size 2 awards 50, and size 1 awards 100. Use bright pale yellow bullets, small glowing round projectiles, fired from the ship nose in its facing direction while inheriting the ship’s velocity. Limit firing with roughly a 0.18-second cooldown; bullets expire after about 1.15 seconds and wrap around the arena.

When bullets hit asteroids, remove the bullet, destroy/split the asteroid, award the appropriate score, and create a burst of roughly 5 particles per asteroid size. Use cyan/blue particles for larger asteroid destruction and warm yellow particles for the smallest. The ship can collide with asteroids: destroy the colliding asteroid through the same split logic, trigger a red-pink burst of about 26 particles, subtract one ship, and reset the player to the center with zero velocity. Give a newly launched/reset ship about 2.2 seconds of invulnerability, represented by blinking/fading the ship. If ships reach zero, stop gameplay and show a centered game-over panel reading “Mission Lost,” with text such as “Final score: [score]. The belt is still out there.” and a “Restart Mission” button. Starting/restarting resets score, wave, ships, asteroids, bullets, particles, and the ship.

Advance to the next wave once no asteroids remain, incrementing the wave counter and spawning the next larger set. Also include a fallback timed wave advance after roughly 25 seconds if needed. Keep the gameplay continuous with a requestAnimationFrame-style loop and a capped timestep for stable motion.

Overlay a responsive HUD above the canvas. Along the top, place three separated rounded rectangular stat cards labeled in uppercase letter-spaced text: SCORE, WAVE, and SHIPS, showing the live values initially 0, 1, and 3. Cards use a dark translucent navy background, thin semi-transparent blue border, rounded corners, pale white values, and muted blue-gray labels. During the initial menu, show a centered rounded dark blue gradient panel with a subtle blue border/glow, the title “STARFALL PATROL” in large uppercase spaced lettering, subtitle/instructions explaining “Clear the asteroid belt. Turn with A/D or ◀/▶, thrust with W, and fire with Space.”, a bright blue gradient “LAUNCH MISSION” button, and a small hint that touch controls appear at the bottom on mobile. Hide this panel during play and reveal it on game over. Use a polished restrained neon sci-fi style: dark navy space, icy blue UI and ship highlights, coral fire/loss accents, glowing yellow shots, and clean system sans-serif typography. Ensure the canvas fills the viewport, supports safe-area insets on mobile, prevents page scrolling/touch gestures, and keeps the HUD and controls legible over the starfield.

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