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Arcade › Starfighter Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starfighter Run yet. Play it, then tell Cameron Mains what you would add next.
Starfighter Run was built by Cameron Mains 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 Starfighter Run 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 titled “Starfighter Run,” using a Three.js-style scene. The camera is a third-person chase view positioned above and behind a custom player starfighter, looking forward into a deep dark space corridor. Use a near-black navy background with subtle exponential fog and a dense field of small pale blue-white stars that move toward the camera to create a warping-flight effect. The player ship stays near the foreground center and is a custom geometric craft, not a real-world or copyrighted ship: a light silver/white pointed faceted fuselage, broad swept flat wings, a glowing blue rounded cockpit, and two blue glowing engine elements at the rear. Give it metallic shading, soft shadows, and a restrained blue sci-fi glow. The ship banks subtly when moving left/right and pitches subtly when moving up/down; smoothly follow the player’s position with the camera rather than snapping. Core gameplay: after pressing Launch, pilot the fighter through an endless asteroid belt, survive as long as possible, destroy incoming asteroids and hostile seeker drones, and build score. Move with WASD or the arrow keys: horizontal movement is clamped to a broad play area and vertical movement to a smaller area. Hold Space to fire; each firing action launches two parallel red laser bolts from either side of the ship at a rapid cooldown. Lasers travel forward toward incoming objects and disappear after a short lifetime or on impact. Asteroids spawn far ahead, travel toward the player, rotate, and are irregular low-poly gray/purple-brown rocks of varied size. Colliding with an asteroid destroys it in a small golden/orange particle burst and removes 18 shield. Hostile drones spawn farther away and approach somewhat slower than asteroids; make each a dark metallic faceted/octagonal body with a horizontal wing/bar and a small glowing red eye, with slight lateral wobble and orientation toward the player. Shooting a drone destroys it in a yellow/orange burst and awards 125 points. Shooting an asteroid destroys it in a pale blue-gray burst and awards 35 points. If a drone passes the player, remove it and reduce shield by 8; if it collides, reduce shield by 25. Shield begins at 100, and when it reaches zero stop the run and show the mission-lost overlay. Score also increases continuously with survival time, approximately 12 points per second. Every 650 points, advance the displayed wave; increase forward travel speed and make asteroid/drone spawn intervals more intense as waves rise. Include a distant launch gate/portal in the environment: a large dim blue-gray rotating ring far ahead, with eight small gold pylons spaced around it. It should move toward the player along with the scene and recycle farther away after passing, serving as background scenery rather than a gameplay objective. Add brief particle explosions made of small glowing spheres that scatter outward and fade when enemies or rocks are destroyed or when collisions occur. HUD and menus should match a clean futuristic arcade presentation. Overlay the game full-screen with a top bar: left-side readouts “SCORE 0,” “SHIELD 100,” and “WAVE 1,” updated live; on desktop, show the right-side hint “WASD / arrows to fly · Space to fire · Blast drones and dodge asteroids.” Before play, center a dark translucent navy title panel with a thin cyan border, blue glow, gold uppercase heading “STARFIGHTER RUN,” descriptive text explaining that this is a fast legal space-fighter slice about flying through the asteroid belt, shooting hostile drones, and keeping shields alive, plus a gold Launch button. When the shield reaches zero, replace the heading with “MISSION LOST,” show the final score and the wave in which the fighter was overwhelmed, and change the button to “RETRY”; retry resets score, shield, wave, player position, and active objects. The HUD should show white text with subtle shadow, while headings/buttons use warm yellow-gold accents. Support mobile play with an on-screen control layer visible on touch/coarse-pointer devices: a translucent blue-gray circular four-direction D-pad at bottom left with up/left/right/down arrow buttons, and a larger translucent red circular FIRE button at bottom right. Controls should be touch-friendly, prevent page scrolling, and allow holding movement and fire. Keep the visual style low-poly 3D, sparse, dark, atmospheric, and arcade-like, with no invented weapons, powerups, bosses, lives, or additional objectives.