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Starfront

  • 2d
  • arcade
  • space-shooter
  • neon
  • endless
  • survival
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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. Shohrux Bo'riyev built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starfront yet. Play it, then tell Shohrux Bo'riyev what you would add next.

Make your own game

Starfront was built by Shohrux Bo'riyev 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 Starfront 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 Starfront

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 browser game titled "Starfront" as a responsive 2D canvas arcade space shooter. Use a dark navy/black space background with a subtle radial blue glow centered around the lower-middle of the screen, about 150 drifting stars with varied brightness and elongated streaks, and a faint blue semicircular arc near the bottom as a decorative planetary/core boundary. Keep the visual style minimalist neon sci-fi: blue/cyan player ship and projectiles, pink/magenta enemy ships with pale pink outlines and small yellow centers, glowing effects, dark translucent HUD panels, and occasional screen shake on damage.

At startup, show a centered modal overlay over the starfield. The modal is a dark translucent navy rounded rectangle with a thin bluish border and blue glow, large widely letter-spaced white title "STARFRONT", explanatory text "Survive the enemy waves, line up your shots, and keep the blue core alive.", and a full-width blue rounded "LAUNCH" button. Clicking/tapping Launch starts or resets the game and hides the overlay. When the player loses, show the same overlay with title "CORE LOST", text "Final score: [score]. Launch again and push deeper into the waves.", and button label "RELAUNCH"; pressing Enter should also restart after game over.

The gameplay is a top-down single-screen arena with no camera scrolling. Place the player near the bottom at 78% of the screen height. Render it as a glowing cyan/blue angular triangular spacecraft: pointed nose forward, swept back wings, pale outline, and a small white circular cockpit/core. The ship initially points straight upward. It has velocity-based movement with acceleration and drag: left/right steer horizontally, up accelerates upward, and when Up is not held the ship drifts downward slightly. Constrain the ship to x=22..screenWidth-22 and y=35% of screen height..screenHeight-28. If it moves, rotate the ship to face its velocity direction. Support keyboard controls ArrowLeft/ArrowRight/ArrowUp and A/D/W, plus Space to fire. Also include translucent touch controls along the bottom: left and right arrow buttons on the lower-left, an up-arrow and circular pink fire button with a star symbol on the lower-right. On desktop these controls can be low opacity; on touch devices they should be usable with press-and-hold.

The fire action repeatedly shoots while held, with roughly 0.18 seconds between shots. Create small glowing cyan circular bullets that travel quickly (about 520 pixels/second) in the ship's facing direction and disappear beyond the screen. Enemies spawn from random horizontal positions just above the top edge, initially at intervals around 1.05 seconds, with the interval decreasing as the wave increases but never below about 0.28 seconds. Each enemy is a pink angular arrow/ship with a pale outline and yellow circular center, and should visually rotate to face the player. Enemies descend at roughly 55 + 7*wave pixels/second plus random variation, with slight sinusoidal side-to-side motion. They have radius about 14-22 and begin with 1 hit point, increasing to 2 after every four waves.

Implement collisions: a bullet hitting an enemy removes the bullet and subtracts one enemy hit point; destroy the enemy at zero hit points, increment score by 1, and remove it. If an enemy passes below the bottom, remove it and subtract 12 hull. If an enemy collides with the player, remove it and subtract 20 hull. Briefly shake the whole rendered scene after either kind of damage. Start with score 0, hull 100%, wave 1. Update the wave to 1 + floor(score/12) whenever score is positive and divisible by 12, so the wave progresses as the score reaches each dozen kills. End the game when hull reaches zero: clamp hull to 0, stop updates, set game over, and display the CORE LOST overlay. The player should be able to continue firing and dodging while enemies approach; there is no separate enemy shooting mechanic visible in the implementation.

Include a fixed HUD over the canvas: three dark rounded pill labels across the top reading "SCORE [number]" at left, "HULL [number]%" centered, and "WAVE [number]" at right. Show the centered instruction line near the top: "Arrow keys / WASD to steer · Space to fire" in small glowing lavender text during play, and change/clear it on game over. Make the layout adapt to the viewport and prevent page scrolling; use crisp canvas scaling with device pixel ratio support. The core game loop should use requestAnimationFrame and cap delta time around 33ms for stable physics.

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