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Starhound

  • 3d
  • arcade
  • space-shooter
  • dogfight
  • endless
  • sci-fi
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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. Realme C2 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starhound yet. Play it, then tell Realme C2 what you would add next.

Make your own game

Starhound was built by Realme C2 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 Starhound 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 Starhound

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 dogfight called “Starhound // Dogfight.” Use a dark navy-black deep-space scene (#050914) with exponential fog, a large sparse field of small glowing pale-blue stars, and a third-person chase camera behind and slightly above a small futuristic player spacecraft. The camera should smoothly follow the ship and look forward along its facing direction. The ship is a low-poly metallic light-blue/gray fighter: a long six-sided cone/nose body, dark blue glowing cyan cockpit, two short lateral wings, and two rear cylindrical engines with hot orange-red emissive glow. Use a cool blue cinematic lighting setup with a bright directional light and cyan rim light, restrained bloom/glow, and an understated sci-fi HUD.

The player flies continuously through a long asteroid field. Spawn around 38 irregular low-poly rocky asteroids ahead and around the ship, in gray, slate, and muted brown materials, with varied scales roughly 0.7–2.5 and slow individual rotation. They move toward the player/camera; when they pass behind, recycle them far ahead at randomized x/y positions. The playable ship position is constrained to approximately x=-24..24, y=-14..14. Keyboard movement: WASD and arrow keys move laterally/vertically; W/S also move forward/backward along the z axis, while the arrow keys additionally influence aiming. Holding Shift boosts movement speed by 1.75. Smoothly orient the ship toward an aim direction controlled by arrow keys and a right-side touch aim pad; provide the on-screen instruction text “WASD / arrows to fly · mouse to aim · click or Space to fire · Shift to boost” as shown, though the implemented aim controls should at minimum support arrow keys and touch aim.

Spawn five red/magenta enemy raider fighters ahead in the flight path. Make them low-poly five-sided cone-like ships with dark red emissive coloring. Each has 2 hit points, drifts toward the player while weaving side-to-side and up/down, and respawns farther ahead after passing the player. Colliding with an enemy damages the player’s hull by 18 and removes/resets that enemy. Asteroid collisions damage the hull by 12. Start the player with Hull 100. When hull reaches zero, stop the simulation and display a centered game-over overlay reading “Ship Lost,” a final score line, and a “Fly Again” restart button; pressing R should also restart. Restart restores score 0, hull 100, 18 missiles, the initial ship position, and makes enemies/asteroids visible again.

Implement two weapons. A normal laser is a tiny bright cyan bolt traveling rapidly forward, fired at most every 140 ms, and deals one damage to an enemy; destroying an enemy with lasers awards 150 points. A missile is a larger orange/red glowing cone that launches at most every 330 ms, starts with 18 ammunition, travels forward then homes toward its selected nearest visible enemy, and lasts up to 5 seconds; a missile hit destroys an enemy and awards 250 points. While missiles remain, Space, clicking/holding the fire control, or the visible FIRE button launches missiles and decrements the missile counter; after missiles are exhausted, the same firing action uses the laser. Make missiles use a nearest-enemy target with retargeting if necessary.

HUD: pin an all-caps cyan glowing brand at top left reading “STARHOUND // DOGFIGHT” on two lines; pin top-right stat labels in uppercase for SCORE, HULL, and MISSILES with large white numeric values, initially 0, 100, and 18. Put the small muted-blue control hint centered near the top. Add a thin cyan glowing plus-shaped crosshair exactly at screen center. On touch/mobile, put a translucent circular “FLY” virtual joystick at bottom left and an “AIM” joystick at bottom right, each with a smaller draggable glowing knob; put a circular translucent red/orange FIRE button between the right joystick and center. These controls should support pointer/touch input and be visually subdued on larger screens but more usable on small screens. Keep the interface over the canvas, non-scrolling, using a clean dark sci-fi system font, cyan/blue accents, and orange-red weapon/enemy accents.

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