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Arcade › Voidheart
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Made by Xavier Hidayat, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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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 portrait-oriented 2D HTML5 canvas bullet-hell boss fight titled “VOIDHEART — Boss Fight,” designed to fill any mobile or desktop viewport with a dark neon cosmic aesthetic. Use a full-screen canvas behind a fixed HUD. The setting is deep space/void: a radial gradient from dark violet around the upper center to near-black edges, many tiny twinkling square stars drifting downward, and faint perspective rays converging toward the lower center. Add intense purple, magenta, cyan, and pink glow effects, screen shake on major impacts, and small square particle bursts. Gameplay: the player controls a tiny glowing cyan-white diamond/soul at the lower portion of the screen, constrained to the lower half (roughly y=48% through the bottom with a small margin). It continuously auto-fires small pale-cyan bullets straight upward; bullets damage the boss on contact. The player has 100 HP and starts centered near the bottom. Movement is 8-directional: WASD or arrow keys on keyboard, or a large virtual joystick at lower-left on touch devices. Movement speed is about 4.4 px/frame normally. Holding SPACE on keyboard or pressing/holding a lower-right “FOCUS” button activates focus mode: movement slows to about half speed, shots fire slightly faster and deal 1.5x damage, and the player gains a visible cyan ring around the soul. Keep the player within horizontal margins and the lower playfield. On taking damage, briefly make the player invulnerable, emit cyan particles, play a hit sound, and shake the screen. If HP reaches zero, stop the fight and show the defeat dialogue “Jiwamu pecah... Tekan R untuk mencoba lagi.” The R key resets the game. Boss: place “VOIDHEART, THE LAST ECHO” in the upper-center area, moving gently side-to-side and bobbing vertically. Draw it as a large ominous floating humanoid/cosmic entity with three rotating/animated elliptical purple energy rings behind it, a dark purple-black lower cloak/body silhouette, a rounded rectangular dark torso with magenta shading and side blocks, a black oval head outlined in hot pink, pale angular horn/ear shapes, narrow red glowing eyes, a glowing red/pink circular core in its chest, thin pink chest markings, and a bright diagonal sword/energy blade extending on its right side. Give it a strong purple/magenta aura. In later phases add more floating purple shard-like appendages and shift the color toward hotter red/magenta. Boss progression has exactly three phases. Phase 1 is “AWAKENING,” with boss maximum HP 100; phase 2 is “RUPTURE,” maximum HP 175; phase 3 is “APOCALYPSE,” maximum HP 250. When a phase’s HP reaches zero, refill the boss to the next phase’s maximum, clear enemy bullets, shake the screen, burst magenta particles, play a dramatic phase sound, and briefly pause combat with dialogue. Use these Indonesian phase-transition lines: for phase 2, “Cangkangku retak. Sekarang rasakan amarah yang tertahan.”; for phase 3, “Tidak ada jalan pulang. Langit akan runtuh bersamamu.” During the opening, after starting, show “Aku adalah VOIDHEART. Tunjukkan apakah jiwamu bisa bertahan.” for about 1.8 seconds before combat begins. The boss attacks repeatedly, roughly every 0.3–0.8 seconds depending on phase, cycling through six attack patterns per phase, for 18 distinct styles total. Make all patterns visible as glowing colored geometric projectiles, with bullets removed after leaving the screen or living too long: - Phase 1: rotating radial spreads of 18 pink shots; a 7-shot aimed fan; cyan shots falling from the top; purple orbiting shots launched around the boss; diagonal/crossing shots from top and bottom edges; and slow yellow homing shots from the upper playfield. - Phase 2: denser 28-shot rotating radial rings; randomized aimed orange fans; faster cyan falling barrages; rotating purple orbit formations; crossing edge shots; and yellow shots entering horizontally from either side. - Phase 3: 36-shot fast rotating radial spreads; three narrow, dense aimed orange/pink fans; paired cyan barrages from top and bottom; a large rotating purple formation; a close-range ring of pink shots launched around the boss; and many slow yellow homing projectiles from the upper area. After about 10 seconds in phase 3, periodically trigger a special “VOID COLLAPSE — HINDARI JANTUNG KEHAMPaan!” attack: shake strongly, burst yellow particles, emit two expanding radial rings of yellow and magenta projectiles plus a fan of fast white shots aimed at the player, and briefly lock normal attacks. Projectiles should be sharp triangular or diamond-like glowing shapes in pink, red, orange, cyan, purple, yellow, and white. Collision is based on distance between the player and enemy projectiles; enemy bullet damage varies by pattern from approximately 7 to 24. Player bullets award 10 score per boss hit. End the game when phase 3 is defeated, stop combat, show “VOIDHEART telah hancur. Jiwamu menang melawan kehampaan!”, then return to the start overlay after a short delay with the button label “MAIN LAGI.” HUD: use fixed translucent near-black panels with thin purple borders, rounded corners, blur, and neon shadows. Top-left panel reads “VOIDHEART, THE LAST ECHO,” below it “PHASE 1 · AWAKENING” (updated for each phase), and a wide boss HP bar with a pink outline and horizontal gradient red/orange/yellow/pink fill. Top-right panel reads “SOUL CORE,” with a cyan-outlined player HP bar filled cyan-to-teal, and a score text formatted exactly like “SCORE 000000,” increasing with hits. At the bottom center, show dialogue in a wide translucent black rounded panel with pale pink border and centered responsive text whenever the boss speaks. Place the virtual joystick at lower-left (large translucent purple circular base with glowing border and a smaller luminous violet knob) and the “FOCUS” button at lower-right (purple gradient rounded rectangle, white bold lettering). Keep controls touch-friendly and hide or reduce their opacity somewhat on desktop. Opening overlay: before the fight, cover the canvas with a dark radial void splash screen, show a large glowing pink “VOIDHEART” title, explanatory text such as “Boss fight bullet-hell original — tiga fase, 18 gaya serangan, cutscene, suara chiptune, dan kontrol joystick Android.”, a centered purple button labeled “MULAI PERTARUNGAN,” and a small bottom hint “Keyboard: WASD / Arrow · SPACE untuk fokus · R untuk ulangi.” Starting initializes the fight, boss/player HP, score, projectiles, particles, and chiptune audio. Implement simple synthesized arcade/chiptune audio: a repeating low sawtooth melody during gameplay, shot beeps, hit sounds, and dramatic phase/ultimate sounds, starting audio after user interaction. Use responsive sizing, capped device pixel ratio, no scrolling, and preserve the neon portrait boss-arena composition on both mobile and desktop.”