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Arcade › Starline Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vikram S built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starline Siege yet. Play it, then tell Vikram S what you would add next.
Starline Siege was built by Vikram S 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 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 portrait-friendly 2D canvas arcade shooter titled "Starline Siege". Use a full-screen canvas with a dark navy-to-near-black vertical gradient background and a sparse field of tiny softly glowing blue stars drifting subtly downward. Keep a fixed HUD over the canvas: top-left cyan title "STARLINE SIEGE", centered score text formatted like "SCORE 000000", and top-right "WAVE 1 • LIVES 3" in pale blue uppercase lettering with a faint blue glow. On desktop, show a small bottom-center hint: "MOVE: A / D OR ← / → • FIRE: SPACE". On touch/coarse-pointer devices, show three bottom controls: a left button with a triangle/arrow, a gold-outlined FIRE button, and a right arrow button; controls should support press-and-hold movement and firing.
Start on a centered modal overlay with a translucent dark-blue panel, thin cyan border and blue glow. It contains the large glowing cyan two-line heading "STARLINE\nSIEGE", explanatory text exactly/approximately "Alien ranks are descending. Blast every row before they reach your line.", and a full-width outlined button labeled "START MISSION". Clicking/tapping starts a new game. When all lives are lost or the alien formation reaches the player's line, stop gameplay and show a similar centered modal reading "LINE BREACHED", the final score and wave ("Your score: [score] • Wave [wave]"), and a "RESTART" button that resets everything.
Gameplay is a Space-Invaders-like fixed-screen defense game. The player is a small glowing mint/green spaceship near the bottom, around 34 by 18 pixels: a symmetrical angular chevron/winged ship pointing upward, with a dark cockpit rectangle. It moves horizontally only, clamped about 25 pixels from either screen edge, at roughly 440 pixels per second. Keyboard controls are A/D or left/right arrows; hold Space to fire. The player fires a single narrow gold/yellow vertical bolt from its nose, one shot every 0.22 seconds. On touch, hold the left/right buttons to move and hold FIRE to shoot.
At the beginning of wave 1, create a centered alien formation with 7 columns and 3 rows. Each alien is about 24 by 20 pixels, arranged with approximately 37 vertical spacing and up to 52 horizontal spacing, beginning around y=92. Aliens are stylized angular glowing shapes: a broad jagged top with small horn-like points, rectangular lower body, and two dark square eyes. Alternate row colors: cyan/turquoise aliens in even rows and violet/purple aliens in odd rows, with strong colored glow. The whole formation advances horizontally at about 25 + 4*wave pixels/second; when any living alien reaches either horizontal edge, pause horizontal motion for that step and move the formation down 13 pixels, then continue. Add a subtle individual sinusoidal horizontal wobble. Aliens randomly fire small pink/red glowing circular bullets downward, with chance increasing by wave (roughly per-alien probability dt*(0.08 + wave*0.018)) and speed 145 + 10*wave.
A player bolt destroys an alien on proximity overlap (roughly within 17 horizontal and 14 vertical pixels), then disappears. Award score 10 + (5 - alien row) * 5, so higher rows are worth more. Destroyed aliens emit a short burst of 10 tiny colored square particles, cyan or purple matching the alien, with randomized velocity and about 0.45 seconds lifetime. Enemy bullets that overlap the player (within roughly 23 horizontal and 18 vertical pixels) remove one life, emit a pink particle burst, and update the HUD. Begin with 3 lives. If lives reach zero, show the game-over overlay. If any alien descends below approximately playerY - 28, immediately end the game as a breached line. Remove offscreen bullets/particles.
When every alien is destroyed, increment the wave, rebuild a larger/harder formation, and continue: columns are min(10, 7 + floor(wave/2)); rows are min(6, 3 + floor((wave-1)/2)); the formation remains centered, with maximum horizontal gap 52 and the same visual style. Score persists across waves and lives do not reset. Render all objects with crisp simple vector geometry and neon bloom/glow: yellow player shots, hot-pink enemy shots, mint player ship, cyan and violet aliens, on a very dark sci-fi starfield. Keep the camera static and top-down/front-facing, with no scrolling world or extra weapons, powerups, sound, or invented enemy types.