Skip to content

Arcade › Usine Zéro

Usine Zéro

  • 2d
  • platformer
  • pixel-art
  • sci-fi
  • arcade
  • boss-fight
  • collectathon
0
Remix it Discord

7 plays

How to play

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

Discussion

Nobody has said anything about Usine Zéro yet. Play it, then tell ilies what you would add next.

Make your own game

Usine Zéro was built by ilies 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 Usine Zéro 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 Usine Zéro

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.

Rebuild a playable 2D pixel-art platformer titled “USINE ZÉRO” (French UI), rendered at a logical 960x540 canvas with pixelated/no image smoothing and scaled responsively to fit the browser. The game is a neon sci-fi industrial exploration game. Start on a main menu over a dark starfield with sparse tiny stars and two muted planets; show the large gold title “USINE ZÉRO”, subtitle “EXPLORATION SPATIALE”, and an “USINE” button. Selecting it opens a factory-selection screen with three themed choices: “L’USINE ABANDONNÉE” (rusty pipes, rails, dying neon; cyan/blue industrial palette), “L’USINE DU VIDE” (low-gravity space chambers, asteroids and floating bridges; purple palette), and “L’USINE FINALE” (space core, drones and gravity barriers; indigo/cyan palette). Each factory opens three level buttons: NIVEAU 1 “Mise en route”, NIVEAU 2 “Trajet renforcé”, and NIVEAU 3 “Épreuve finale”.

Gameplay is a fixed-screen, side-view platforming course. Control a small compact pixel robot with a pale metallic head/body, cyan visor/details, blue-gray limbs, and small red feet. The robot starts near the lower-left at x≈70 and can move left/right with Arrow keys or A/D, jump with Space, Arrow Up, or W, and fire a short cyan horizontal robot projectile with X, F, or mouse/touch click. P has pause, Escape toggles pause, R restarts, and M returns/toggles the menu. Use responsive French HUD text: top-left sector name such as “USINE ABANDONNÉE // NIVEAU 1”, top-right “BATTERIES 0/5”, a small bordered “CARTE” minimap at upper-right, and bottom hint “← → DÉPLACER • ESPACE SAUTER • X / CLIC ATTAQUER • M MENU”.

Every level has a dark gradient background, a full-width lower floor, several separated elevated platforms, and glowing cyan/purple/indigo platform tops with dark inset details. The abandoned factory background should show repeating tall dark structural bays and vertical rails/pipes; the void background should show purple asteroid-like circles and a zig-zag purple energy line; the final factory should show large violet ring/core motifs and a horizontal blue structure. Arrange the level platforms as explicit jumping routes across the 960-wide room, with progressively higher/stronger routes in levels 1–3. Include animated moving platforms (cyan marker on their left edge) that travel back and forth over bounded horizontal ranges and carry the player.

The objective in every level is to collect all five floating, pulsing gold battery cells distributed along the route, then enter the glowing gold exit door at the far right. Batteries have a bright yellow rectangular casing and cyan center. The exit is a tall gold/orange framed door with a dark interior and a small indicator that is red until all five batteries are collected and cyan when open. Do not allow completion before score is 5/5. Falling below the room or touching a hazard triggers death.

Hazards are theme-specific and visibly neon: abandoned levels have clusters of red/pink triangular floor spikes; void levels have pink horizontal lasers, tall vertical pink energy gates, and on later levels a purple orb; final levels have spikes, gates, lasers, a moving purple drone, and on later levels a moving orange meteor. Hazards should use collision hitboxes matching their visible shapes. Show bright glows and small square particle bursts when jumping, collecting batteries, firing, taking damage, or destroying a boss.

Level 3 of each factory is a boss stage. At the start, briefly show a dark boss-introduction cutscene overlay with letterbox bars and centered text “SIGNAL DE BOSS”, the factory name, “Le gardien du secteur s’éveille…”, and “ESPACE / ENTRÉE / CLIC POUR PASSER”; it lasts about four seconds and can be skipped. Then spawn a boss in the upper-right/middle area with a colored health bar above it. The abandoned boss is a large angular red/rust monster with horns, glowing orange eyes and teeth; the void boss is a floating purple orb with elliptical rings and pale eyes; the final boss is a rotating cyan/indigo diamond core. Bosses drift horizontally within bounds, periodically fire glowing aimed projectiles toward the robot, and can be damaged either by robot shots or by jumping on them from above, bouncing the robot upward. The final boss additionally charges and fires a dramatic cyan beam aimed at the player, with a visible red targeting line during charge. Boss HP should be 3 for abandoned, 4 for void, and 6 for final; on defeat burst into particles and remove the boss so the exit objective can be completed. Boss introduction music/combat feel may switch visually/audio-wise, but preserve the visible gameplay rules.

Use a crisp limited palette and glow-heavy pixel presentation: background almost black navy, cyan player/projectiles and industrial highlights, gold batteries/doors, hot pink/red hazards, purple void effects, and indigo final-factory effects. Include camera shake and a brief red “SIGNAL CRITIQUE / RÉINITIALISATION DU SYSTÈME…” death animation before showing a French game-over panel titled “SIGNAL PERDU” with “Le robot a touché un obstacle.” Provide restart and main-menu buttons. On successful completion show “NIVEAU TERMINÉ” and text identifying the factory and level, with a “NIVEAU SUIVANT” button except after level 3, plus “MENU PRINCIPAL”. Include a pause overlay saying “PAUSE / Le temps est arrêté.” with resume and main-menu buttons. Keep all menus and labels in French, and make the minimap depict platforms, moving platforms, hazards, remaining batteries, exit, boss, and player using tiny colored blocks.

More free browser games

Browse the whole Arcade →