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Arcade › Terminal Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Peter Morales built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Terminal Drift yet. Play it, then tell Peter Morales what you would add next.
Terminal Drift was built by Peter Morales 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 Terminal Drift 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.
Recreate a fullscreen browser game titled "Terminal Drift" as a 2D neon cyber-terminal survival shooter viewed from directly above. Use a responsive canvas filling the viewport with a very dark navy/black background (#07131b), subtle glowing teal grid lines that slowly drift diagonally, and a faint dashed circular arena ring centered around the upper-middle of the screen. Keep the presentation minimalist, clean, and sci-fi HUD-like: thin cyan outlines, pale cyan text, occasional warm yellow/orange accents, transparent dark panels, and soft glow effects. At launch, show a centered modal overlay over the dimmed game field. The modal is a dark translucent rectangle with a thin bright cyan border and soft cyan shadow, rounded corners, the large spaced uppercase title "TERMINAL DRIFT", and Spanish instructional text: "Hackea nodos hostiles en niveles procedurales. Muévete con WASD o las flechas y dispara con Espacio. Cada intrusión cambia de forma." Add a button labeled "INICIAR INTRUSIÓN". The HUD remains visible behind it: three small translucent panels across the top reading "NODO 01" at left, "DATOS 0000" in the center, and "ESCUDO 3" at right. Center a small status line near the top reading "SISTEMA EN ESPERA". When started, initialize level 1, score 0, and 3 shield/life points. Replace the status with "INTRUSIÓN 01 · PATRÓN [ANILLO/MALLA/ESPIRAL/ECO]"; select one of those four labels procedurally per level. Generate a set of glowing circular portal/node targets around the central area (roughly 3 initially, increasing with level up to 10). Each portal has a warm pale-yellow outer ring and a smaller cyan inner ring, pulses and rotates slightly. When the player touches a portal, award 5 data points, emit a burst of pale particles, and relocate that portal to a random point within the play area. The player is a small luminous white/cyan angular ship or arrow at the lower portion of the screen, pointing upward. Move it with WASD or arrow keys, including diagonal movement normalized to the same speed, and clamp it inside the screen with a small margin. Also provide touch controls at the bottom: four circular arrow buttons (left, right, up, down) grouped at bottom-left and a larger circular ✦ fire button at bottom-right. On desktop these controls are semi-transparent; on mobile they are clearly usable. Fire with Space (and the touch fire button). Shots have a short cooldown around 0.14 seconds and travel straight upward as small bright cream-colored glowing vertical bolts with tiny muzzle particles. Continuously spawn hostile nodes from random screen edges, with increasing spawn rate and speed as levels rise. Enemies home toward the player. Include three visible enemy forms: (1) cyan/blue glowing circular "orb" enemies, radius about 10, one hit point; (2) smaller purple/lilac circular "wisp" enemies, radius about 8, moving with a subtle sinusoidal sideways sway; and (3) larger orange/red square "hunter" enemies, radius about 15, with 3 hit points and a slower base speed. Rotate enemy graphics slightly over time. Draw them as outlined geometric shapes with translucent fills and neon strokes. A shot that hits an enemy reduces its hit points, creates a small cyan hit-particle burst, and destroys it at zero health. Award 10 + 2 times the current level data points for a destroyed enemy, using a larger colored explosion burst (orange for hunters, pale cyan for the other enemies). Remove enemies that leave the extended screen bounds. Enemy contact with the player removes one shield point, creates a red/pink impact burst, and grants about 1.1 seconds of invulnerability; visibly blink/fade the ship during invulnerability. If shields reach zero, stop gameplay and show the modal again with the title "INTRUSIÓN FALLIDA", the Spanish message "Datos extraídos: [score]. El sistema generará otra arquitectura cuando reinicies.", and a button labeled "REINTENTAR". Restarting resets level, score, shields, targets, enemies, and procedural state. Each level lasts approximately 26 seconds plus up to 16 additional seconds based on level, then advances automatically: increment the node/level number, clear and regenerate enemies, bullets, particles, and portals, reposition the player near the lower center, and give the player a brief starting invulnerability. The spawn count and enemy movement difficulty should gradually increase. Update the top HUD live as "NODO 01", "DATOS 0000" (zero-padded to four digits), and "ESCUDO 3"; keep the status centered below it. Add particle bursts for shots, portal collection, enemy hits/deaths, and player damage, with small fading glowing square particles and slight drag. The game should be entirely playable with keyboard and touch/pointer input, use a smooth requestAnimationFrame loop with delta-time movement, and prevent page scrolling while playing. Preserve the restrained cyberpunk terminal aesthetic rather than adding menus, powerups, audio, boss fights, or other mechanics not described here.