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Arcade › Starfall Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bryson Stidham built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starfall Siege yet. Play it, then tell Bryson Stidham what you would add next.
Starfall Siege was built by Bryson Stidham 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 Siege 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 playable 3D arcade space shooter called “Starfall Siege” in Three.js. Use a third-person/over-the-shoulder forward-flight camera: the camera sits behind and slightly above a small player ship, looking down a long lane into deep space. The player ship stays near the foreground around z=7.6 and can move freely only in the screen plane (horizontal x and vertical y), while the world, enemies, scenery, stars, and projectiles travel toward the camera/player. Use a dark navy-black starfield with thousands of bright blue-white moving star particles, cyan warp-speed streaks, subtle cyan/magenta/orange nebula glows, fog, bloom-like emissive materials, and a neon sci-fi arcade presentation. Frame the lane with repeating modular space-kit corridor/gate structures: pale blue-gray industrial arches, corridor pieces, and gates with horizontal colored laser bars, matching the visible space-gate aesthetic. Space-kit GLB assets can be loaded for gate-lasers, gate, and wide corridor pieces and placed at intervals down the flight path, moving toward the player and looping behind the camera. Core gameplay: start immediately in HARD mode at Wave 1. The player pilots a small bright cyan metallic fighter with a pointed nose, compact central fuselage, pale cream swept wings, glowing cockpit, twin forward gun barrels, and a cyan engine flame/light. Move with WASD or arrow keys; on touch devices provide a left virtual joystick. Fire forward cyan glowing laser bolts with Space, left mouse button, or a large mobile FIRE button. Holding fire continuously shoots subject to cooldown. The player can move within approximately x=-8.5..8.5 and y=-4.2..5.2, with responsive acceleration-like direct movement and a slight ship bank/tilt while moving. Spawn enemy waves from far ahead at z=-72. Each normal enemy is a small stylized magenta/red metallic fighter: a pointed central body, horizontal bar-like wings/blades, and a glowing red core. Enemies drift toward the player, bob side-to-side, rotate slightly, and shoot pink/red glowing bolts back toward the player. Normal waves contain 7 + wave*3 enemies, with waves 1 through 5; enemy health increases per wave and the HARD difficulty should make enemies fast and durable. Enemies that reach the player cause hull damage. Player lasers deal 16 damage; defeating a normal enemy awards 100 points and produces a burst of expanding orange/cyan particles. From wave 3 onward some normal enemies can fire paired angled shots. After all five normal waves are cleared, spawn one large final boss/dreadnought at the far end of the lane. Make it a scaled-up purple/magenta enemy with a large pointed body, broad horizontal bar wings and luminous blade tips/core. It bobs in place while advancing, fires a five-shot fan of pink projectiles frequently, has a very large boss health pool (850 in hard mode), and awards 2000 points when destroyed. Display a boss/final-enemy warning and a pulsing red warning light. Destroying the boss ends the game in a bright “VICTORY / Final enemy destroyed” message. If hull reaches zero, hide the player ship, show “MISSION FAILED,” and stop active gameplay. Implement collision and feedback: enemy lasers collide with the ship and normally deal 14 damage; the player has a brief invulnerability window after damage. Enemy lasers and player lasers are bright emissive cylinders with small point-light glows. Explosions are made from many glowing particles that expand, fly outward, fade, and vary by object (cyan/orange for normal hits, purple for the boss, red when the player is damaged). Add a visible translucent cyan spherical shield bubble around the player while shield power is active. Power-ups occasionally spawn in the distant lane and move toward the player, rotating and pulsing. They should be glowing ring-and-icon pickups with these exact effects: yellow ⚡ Rapid Fire reduces the firing cooldown for 8 seconds; magenta ✦ Spread Shot fires three cyan lasers at slight angles for 10 seconds; cyan ⛨ Shield blocks all damage for 10 seconds; green + Repair immediately restores 35 hull, capped at the 80 hull maximum. Some defeated enemies can drop one, and pickups can also appear randomly in space. Collecting one displays its uppercase label and a colored particle burst. Create a fixed neon sci-fi HUD over the rendered canvas. At the top show a clipped/glass dark panel with a HULL label, a horizontal health bar, and the current numeric hull; show a second panel with Score, Wave (or Boss), Power with active power-up countdowns, and Threat: HARD. Start with hull 80/80. Brief centered messages should show the title, wave announcements, power-up names, boss warning, victory, or mission failure. Use cyan/magenta glowing typography, translucent dark panels, subtle scanline/vignette overlay, and polygonal clipped panel corners. On desktop show a bottom-left hint such as “WASD / arrows dodge • Space / left mouse fires • Collect ⚡ ✦ ⛨ + power-ups”; on coarse touch devices show the virtual joystick at bottom-left and red circular FIRE button at bottom-right instead. Keep the presentation clean, colorful, low-poly sci-fi, and visibly arcade-like, with no ground plane—only the starfield, nebula, moving gates/corridors, ships, lasers, and particles.