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Arcade › Void Swarm
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charlie built it with Cinevva, so it works on a phone or a tablet too.
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Void Swarm was built by Charlie 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 Swarm 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 fullscreen, browser-playable 2D top-down survival arena game titled “VOID SWARM.” Use a single HTML canvas filling the viewport with no scrolling page and touch-action disabled. The game world is a 3200x3200 bounded square, viewed through a camera centered on the player, with a dark near-black navy tiled background: 64px square tiles in subtly varying dark blue shades plus faint grid lines. Use clean geometric canvas graphics with strong neon glow/shadow effects rather than sprites. Game flow: begin on a dark title screen showing the glowing white/purple title “VOID SWARM,” subtitle “Survive as long as you can!”, instructions “WASD / Arrow Keys / Joystick to move” and “Weapons attack automatically,” and a pulsing “Tap or Press Any Key to Start.” Start by tapping/clicking or pressing a key. During play, the player is a glowing cyan circular avatar of radius about 18 with a small translucent white inner highlight and a soft shadow beneath. Move with WASD or arrow keys; on touch devices, create a virtual joystick at the initial pointer-down position, limited to a 60px radius, and use its direction for movement. Movement speed is 160 world units/sec, normalized diagonally, with world-bound clamping. This is an auto-attacking horde-survival game: the player does not aim or fire manually. Start each run with one level-1 Auto Gun. Enemies continuously spawn around 420–620 world units from the player, clamped inside the world, and chase the player while applying simple separation so they do not all perfectly overlap. The spawn interval starts at 1.1 seconds and decreases with elapsed time to a minimum of 0.18 seconds. Enemy health and contact damage scale gradually with elapsed minutes. Contact with enemies drains HP continuously; grant about 0.35 seconds of invulnerability after each hit and visibly blink the player. When HP reaches zero, show a dark translucent death overlay with glowing red “YOU DIED,” score, survival time, level, optional “🏆 New High Score!” text, and pulsing “Tap or Press Any Key to Restart.” Preserve the best score during the session. Implement these enemy types as glowing solid circles with dark inner shading and a small HP bar above each: red-pink slime (radius 14, 20 HP, speed 55, damage 8, 2 XP, 5 score); pale purple bat (radius 12, 14 HP, speed 90, damage 6, 2 XP, 5 score); orange orc (radius 18, 60 HP, speed 40, damage 14, 5 XP, 15 score); pale cyan ghost (radius 16, 30 HP, speed 70, damage 10, 4 XP, 10 score); gray golem (radius 26, 180 HP, speed 28, damage 20, 12 XP, 30 score); and a large purple boss (radius 40, 800 HP, speed 35, damage 30, 50 XP, 200 score). Initially favor slimes and bats; after 1 minute introduce orcs and ghosts; after 3 minutes introduce orcs and golems. Spawn a boss after 30 seconds and then every 30 seconds. Bosses spawn about 600 units from the player and have a purple glow. Display a centered purple boss HP bar at the bottom whenever one exists, labeled “BOSS current / maximum.” Defeated enemies burst into small glowing XP diamonds: normal low-XP enemies drop one green diamond (radius 7); enemies worth 10+ XP drop three larger blue diamonds (radius 10); bosses drop eight. Diamonds are automatically attracted when within a radius of 32 plus 60 per Magnet passive level, using a smaller automatic pull radius of 55% of that value, and are collected on contact. Collection adds XP. Add small colored particle bursts on enemy death, yellow muzzle particles for shooting, and floating red damage text such as “-8” when the player is hit. Experience and progression: show an XP bar and label in the upper-left. Start at level 1 with 0/10 XP; on level-up, subtract the threshold, increase level, and set the next threshold to floor(previous threshold*1.35+5). Pause gameplay and cover the arena with a roughly 72% black overlay displaying “LEVEL UP!” and “Choose an upgrade.” Present up to three horizontally arranged purple-bordered cards, each with a name and wrapped description; clicking a card or pressing number 1, 2, or 3 selects it and resumes play. Randomly choose from available upgrades. Weapon upgrades increase an existing weapon level up to level 5; selecting a new weapon adds it. Include these weapons: - “🔫 Auto Gun”: fires at the nearest enemy on a cooldown of 0.9 seconds, with cooldown reduced by 18% per level and damage 12 + 8 per level beyond level 1. At level 4+, fire two shots at the two nearest enemies. Bullets are small glowing pale-yellow circles moving at 520 units/sec and lasting 1.4 seconds. - “💫 Void Orbs”: continuously orbit the player, with count equal to level+1, orbit radius 55 + 8 per level, speed 1.8 + 0.3 per level radians/sec, and contact damage 8 + 5 per level. Render them as glowing pink-purple circles. - “⚡ Nova Blast”: every 4 seconds, reduced by 20% per level, damage every enemy within radius 90 + 25 per level for 30 + 20 per level damage; show a purple radial burst of 20 particles. - “🔴 Laser Beam”: a continuously sweeping red laser from the player, rotating at 2.5 radians/sec, with length 200 + 60 per level and damage over time. At level 3+, emit beams in opposite directions; render thick red glowing lines. Also include passive upgrade cards, each with the exact behavior: “👟 Speed Boost” (+20% movement speed per level, maximum 5); “🛡️ Iron Skin” (reduce incoming damage by 8% per level, maximum 4); “💚 Regeneration” (restore 1 HP/sec per level, maximum 3); “❤️ Vitality” (+25 max HP and immediately heal up to 25 per level, maximum 5); and “🧲 Magnet” (+60 pickup radius per level, maximum 3). Start at 100/100 HP. The upper-left HUD should show a red rounded HP bar labeled “HP current/max,” a purple XP bar labeled “LV level XP current/next.” The upper-right should show an mm:ss timer and “Score: value.” At the bottom-left show compact dark rounded weapon slots with each weapon’s emoji/icon and “LvN.” Rendering order should be background, XP diamonds, laser beams, bullets, orbiting orbs, enemies and their health bars, player, particles, and HUD. Use responsive sizing for HUD/card widths, white sans-serif text, purple/red/cyan/lime/pink neon palette, and glow effects. Keep all gameplay visible in the camera-centered arena, with no invented stages, objectives, manual attack buttons, or extra menus: the goal is simply to survive as long as possible, level up through collected gems, build an automatically attacking loadout, defeat the swarm and bosses, and maximize score and survival time.