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Arcade › Void Pursuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gautam Reddy P built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Void Pursuit yet. Play it, then tell Gautam Reddy P what you would add next.
Void Pursuit was built by Gautam Reddy P 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 Void Pursuit 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 playable 3D top-down space combat game titled “Void Pursuit.” Use a dark navy/black circular arena about 96 units wide, viewed by a perspective camera from high above and behind the player, with the camera smoothly following the player. The arena floor should be nearly black with a faint blue navigation grid, subtle exponential fog, and a starfield of hundreds of small cyan-white points extending above and around the play area. Use cool blue/cyan lighting and glowing sci-fi HUD panels. The player is a small stylized blue fighter near the lower/foreground side of the arena. Build it from a tapered/conical blue body pointing forward, two short pale-cyan glowing rectangular wings, and a small cyan engine/glow. The enemy is a similar but magenta/red fighter with orange accents, initially near the far side of the arena and facing toward the player. Place approximately 18 irregular gray rocky asteroids around the arena at varied radial positions, heights, scales, and rotations; they should slowly tumble and act as hazards. Keep all movement inside roughly a 43-unit radius square boundary, with the ship constrained to y=0.55. Core gameplay is an endless one-on-one pursuit battle. Move the player with WASD or the arrow keys; movement is on the horizontal X/Z plane at approximately 9 units per second, and rotate the fighter to face its movement direction. Aim with the mouse: project the mouse cursor into the arena plane. Fire with left mouse click or Space, including holding the control to autofire. On touch devices, show a translucent virtual joystick at the bottom-left and a round FIRE button at bottom-right; dragging the joystick moves the ship and holding FIRE shoots. The HUD hint on desktop should read “WASD / ARROWS MOVE · MOUSE AIM · CLICK OR SPACE FIRE · HOMING MISSILES.” Weapons are unlimited homing missiles, with a firing cooldown of about 0.32 seconds. Each missile is a small bright yellow/orange glowing projectile that launches toward the aim point, then homes toward its assigned target. Player missiles target the enemy and enemy missiles target the player; use responsive but imperfect turning, with player missile turn strength around 3.8 and enemy missile turn strength around 2.2, speed around 14, and a five-second lifetime. The enemy continuously pursues the player at about 3.1 units per second, rotating to face it, and automatically fires roughly every 1.8 seconds after an initial delay. When a missile reaches its target within about 1.2 units, create a brief burst of roughly nine small cyan and orange particles that expand and fall away. A player missile hit destroys/defeats the enemy, adds 100 score, then respawns the enemy at a random X position across the far side, around z=-18 to -26, facing the player. An enemy missile hit reduces hull by 12 and produces the same burst. If either fighter collides with an asteroid, inflict 8 hull damage on that fighter, create the burst, and relocate that asteroid to a random position in the arena. When the player hull reaches zero, reset hull to 100, subtract 250 score but do not go below zero, and reset the player to (0, 0.55, 9). Do not add asteroid destruction, lives, ammo limits, or extra powerups. Display a fixed translucent sci-fi HUD over the canvas. At top-left show “VOID PURSUIT,” then “HULL” with a large cyan numeric value starting at 100, a centered dot, and “SCORE” with a cyan numeric value starting at 0. At top-right show “MISSILES” and a cyan infinity symbol to communicate unlimited ammunition. Use rounded dark blue panels with thin cyan borders, soft blue glow, uppercase spaced lettering, and white/cyan text. Keep the HUD non-interactive except for the mobile controls. Render with antialiasing, shadows, metallic/rough materials, a subtle blue rim light, and a polished minimal neon space aesthetic. The game should start immediately with no menus or loading screen.