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Starline Assault

  • 3d
  • arcade
  • space-shooter
  • endless
  • sci-fi
  • mobile-friendly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vitor Bruno built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starline Assault yet. Play it, then tell Vitor Bruno what you would add next.

Make your own game

Starline Assault was built by Vitor Bruno 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 Starline Assault 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 Starline Assault

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 “Starline Assault.” Use a dark forward-facing space-flight perspective: the camera sits behind and slightly above a small futuristic spacecraft at the center, looking down a long starfield corridor toward z=-12. The scene should feel cinematic and neon sci-fi, with a nearly black/navy background, dense layered white and pale colored stars moving toward the camera, faint additive blue/purple/pink nebula clouds, distant glowing planets, and a distant warm sun. Use glossy metallic ship geometry: a silver-gray capsule-like hull with a pointed nose, dark central spine and swept wings, a blue glowing cockpit canopy, cyan engine nozzles, and orange/white exhaust flames trailing behind. Give the ship subtle banking/tilting as it moves, while the camera follows its x/y position smoothly and keeps it near the center. The playable area is bounded: horizontal movement from about -6.3 to 6.3 and vertical movement from about -4.2 to 4.2.

Core goal: survive the run and earn as much score as possible by shooting incoming enemies. The player fires two parallel bright cyan laser bolts from the ship’s nose, with a short firing cooldown of about 0.17 seconds. Lasers travel rapidly forward into the scene. Spawn enemy craft continuously at varying x/y positions far ahead, around z=-75 to -130. Include two visible enemy types made from simple angular sci-fi geometry: a gray-blue “scout” with one hit point, worth 120 points, and a darker red/crimson “striker” with two hit points, worth 250 points. Both have an angular central body, horizontal wing, and a glowing orange or red eye; they fly toward the player, weave side-to-side/up-and-down, and periodically fire slow red laser bolts once they are closer than z=-45. Scouts move faster toward the player than their shots, while strikers are tougher and more valuable. Destroyed enemies should burst into a brief spray of glowing colored particles (orange for scouts, red/pink for strikers). Enemies that collide with the ship also cause damage and disappear; enemies that pass the player are removed.

Also continuously spawn small incoming asteroids ahead in random x/y positions using a low-poly space-rock asset, with varied scale and slow random rotation. They drift toward and past the player but are not explicitly score targets in the visible mechanics. Enemy red bolts move toward the player and deal 7 hull damage on a hit; enemy collisions deal 12 damage for scouts and 18 for strikers. Show a brief impact particle burst when the player is hit. Start the ship at 100% hull. When hull reaches zero, stop gameplay, keep rendering the scene, and replace the bottom hint with “SHIP LOST — PRESS R TO RESTART”; pressing R reloads/restarts the run. Increase the displayed wave every 1200 score using wave = 1 + floor(score/1200), but do not add a separate wave-clearing system.

Add a clean fixed HUD over the 3D view. In the upper-left, show a translucent dark rounded panel with a subtle blue border/glow, the title STARLINE ASSAULT, and a large pale-blue score formatted as six digits, initially “SCORE 000000.” In the upper-right, show a matching panel with HULL and a large percentage initially “100%,” plus “WAVE 01.” Put a thin glowing circular reticle at screen center. Along the bottom center display the instruction “WASD / ARROWS MOVE · SPACE / CLICK FIRE · SURVIVE THE RUN.” On touch/coarse-pointer devices show two large translucent circular controls near the bottom corners: a blue/cyan movement stick on the lower left and a red/pink firing stick on the lower right. The movement stick should provide analog x/y movement; the firing stick should continuously fire while pressed. On desktop support A/D or left/right arrows for horizontal movement, W/S or up/down arrows for vertical movement, Space to fire, and clicking the canvas to fire. Keep the visual style polished, atmospheric, minimal, and arcade-like with blue cyan player effects contrasted against red enemy weapons and damage effects.

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