Arcade › Voidheart
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Xavier Hidayat built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Voidheart yet. Play it, then tell Xavier Hidayat what you would add next.
Voidheart was built by Xavier Hidayat 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 Voidheart 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 2D vertical bullet-hell boss fight titled “VOIDHEART”. Use a responsive HTML canvas occupying the whole viewport, with no scrolling and a fixed arena view. The visual style is dark cosmic fantasy/neon arcade: a black-purple radial-gradient background, tiny drifting stars, faint perspective/grid lines converging toward the lower center, bright magenta/violet/cyan particle glows, and screen shake on major hits and phase changes. Opening screen: show a centered splash overlay with the large, widely letter-spaced glowing pink title “VOIDHEART”, Indonesian description “Boss fight bullet-hell original — tiga fase, 18 gaya serangan, cutscene, suara chiptune, dan kontrol joystick Android.”, and a large purple gradient button labeled “MULAI PERTARUNGAN”. At the bottom show “Keyboard: WASD / Arrow · SPACE untuk fokus · R untuk ulangi”. Starting the game hides the splash, starts the chiptune-like audio, and briefly shows dialogue: “Aku adalah VOIDHEART. Tunjukkan apakah jiwamu bisa bertahan.” Gameplay objective: the player must survive and continuously shoot the boss until all three phases are defeated. The player is a tiny glowing cyan-white diamond/ship constrained to the lower portion of the screen (from roughly 48% screen height to the bottom, with a small margin at the edges). It moves with WASD or arrow keys, or a large translucent circular touch joystick at bottom-left. Holding SPACE, or pressing/holding a bottom-right “FOCUS” button on mobile, activates focus mode: movement becomes slower, the player’s central core visibly shrinks and gains a small ring, and shots deal 1.5 damage instead of 1 while firing slightly faster. The player automatically fires upward, with small bright cyan projectiles. The player starts with 100 “SOUL CORE” health; collisions with enemy projectiles reduce it, briefly make the player invulnerable, create cyan hit particles, and shake the screen. On zero health stop the fight and show “Jiwamu pecah... Tekan R untuk mencoba lagi.” The boss is fixed in the upper area, centered around 23% screen height, with gentle horizontal and vertical sinusoidal movement. Draw it as a large stylized armored humanoid/void knight: black masked oval head, glowing red slit eyes, pale lavender horns, purple-black body armor and cape, magenta armor lines, bright glowing core in the chest, shoulders, and a long diagonal glowing weapon. Surround it with three animated elliptical energy halos. Phase 1 uses violet/purple energy; later phases add larger purple shard-like aura shapes, and phase 3 uses stronger hot-pink/red coloring and six aura shards. The boss has a health bar starting at 100, and each phase resets to a larger maximum: phase 1 max 100, phase 2 max 175, phase 3 max 250. HUD: place two translucent dark panels with purple borders at the top. On the left show “VOIDHEART, THE LAST ECHO”, the phase label (“PHASE 1 · AWAKENING”, “PHASE 2 · RUPTURE”, or “PHASE 3 · APOCALYPSE”), and a long glowing gradient boss bar transitioning red/orange/magenta. On the right show “SOUL CORE”, a cyan/teal player health bar, and a zero-padded score such as “SCORE 000000”. Each player shot hitting the boss adds 10 score. Display boss dialogue in a centered dark translucent rounded box near the bottom when phase transitions or special attacks occur. Implement three sequential phases. When a boss health bar reaches zero, clear enemy bullets, trigger a burst and short cutscene/screen shake, refill the boss to the next phase’s maximum, and briefly prevent gameplay while showing dialogue. Transition dialogue for phase 2: “Cangkangku retak. Sekarang rasakan amarah yang tertahan.”; transition dialogue for phase 3: “Tidak ada jalan pulang. Langit akan runtuh bersamamu.” During each phase cycle through six distinct attacks, firing roughly every 0.34–0.82 seconds depending on phase, with increasingly dense and faster patterns: Phase 1 / AWAKENING: (1) an 18-projectile evenly spaced rotating radial ring; (2) a 7-projectile aimed fan centered toward the player; (3) eight cyan projectiles entering from random positions along the top; (4) ten purple projectiles launched around the boss in a rotating orbit-like pattern; (5) five red projectiles descending from spaced positions along the top while five rise from spaced positions at the bottom edges; (6) six large yellow homing projectiles spawning in the upper arena and steering toward the player. Phase 2 / RUPTURE: (1) 28 red rotating radial projectiles; (2) 12 randomly spread golden aimed projectiles; (3) 18 cyan projectiles raining from the top with slight horizontal variance; (4) eight purple orbit projectiles around the boss with angled velocity; (5) seven red pairs entering from opposite side corners and crossing inward; (6) ten large yellow homing projectiles entering from the left or right edges. Phase 3 / APOCALYPSE: (1) 36 fast red rotating radial projectiles; (2) three dense aimed golden fans, each about 11 projectiles; (3) 14 cyan projectiles descending from the top paired with 14 ascending from the bottom; (4) 14 purple projectiles orbiting around the boss with tangential movement; (5) 16 red projectiles exploding outward from a ring around the boss; (6) 20 large yellow homing projectiles distributed through the upper half. After the phase 3 attack cycle has progressed for about 10 seconds, trigger the special “VOID COLLAPSE” attack: show dialogue “VOID COLLAPSE — HINDARI JANTUNG KEHAMPAAN!”, create a major shake and bright burst, fire two rings of 24 projectiles (yellow inner and magenta outer) plus eight fast white projectiles aimed in a tight fan toward the player. Continue cycling this special attack as appropriate. Enemy projectiles should be brightly glowing, mostly triangular/arrow-shaped, and color-coded pink/red, orange/yellow, cyan, purple, or white. Some yellow projectiles home toward the player. Remove projectiles when they leave the arena or live too long. Use bright square/round particles for shots, impacts, phase transitions, and the player’s damage. Keep projectile counts bounded so the game remains playable. When phase 3’s boss health reaches zero, stop gameplay and show the victory dialogue “VOIDHEART telah hancur. Jiwamu menang melawan kehampaan!”; after a short delay restore the splash overlay and change the button to “MAIN LAGI”. Include a simple synthesized chiptune soundtrack and square/sawtooth/triangle oscillator sound effects for shooting, impacts, phase changes, and the special attack, starting audio only after user interaction. Support keyboard restart with R. Preserve the responsive mobile layout, touch-safe canvas, joystick, and focus button exactly as part of the game’s identity.