Arcade › Voidwake
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Voidwake yet. Play it, then tell the creator what you would add next.
Voidwake was built 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 Voidwake 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 “Voidwake: Last Light” as a portrait-friendly, full-screen 2D mobile space shooter on an HTML canvas. Use a dark navy-to-indigo vertical gradient background with a sparse field of softly glowing blue/cyan stars and occasional elongated star streaks drifting downward, creating a quiet deep-space/eclipsed atmosphere. Use a clean futuristic sci-fi HUD and typography in pale blue, cyan, and white. Opening screen: keep the game visible behind a centered modal panel. The panel is very dark translucent navy with a thin blue border, large rounded corners, subtle blue glow, and centered text. Show a small outlined pill reading “ORIGINAL MOBILE SPACE SHOOTER”, the large title “VOIDWAKE”, the exact premise text “A dead star is whispering your name. Pilot the last courier through the eclipse, break the Warden fleet, and decide what survives the dark.”, a large cyan-to-periwinkle gradient button labeled “BEGIN THE WAKE”, and the footer “Built for phone play · drag anywhere to move”. The top HUD is already visible behind/around the overlay: “VOIDWAKE // LAST LIGHT” at upper left, “WAVE 1 · SCORE 0” below it, and “HULL” with a horizontal cyan/seafoam health bar at upper right. At the bottom center show “DRAG TO PILOT · AUTO-FIRE ACTIVE”. When Begin is pressed, show a centered story/transmission modal before gameplay, with the same dark rounded panel styling. Its first heading is “TRANSMISSION 01” and its text is: “The Helios Gate went silent twelve minutes ago. You are the only ship close enough to hear the last message: ‘Do not wake the star.’” Include a “CONTINUE” button, then enter the game. The code also defines later transmissions about the Wardens feeding the gate and the Hollow Crown, so support sequential transmission panels if implementing the intended flow, while preserving the first panel exactly. Gameplay is a top-down/flat 2D vertical shooter. The player is a small blue-and-white retro spaceship sprite near the lower portion of the screen, constrained to the lower half and side margins. Move it by dragging/pointer input anywhere on the canvas: smoothly ease the ship toward the pointer, clamp horizontal position roughly 34 px from each edge, and clamp vertical position between 50% of the screen height and about 42 px from the bottom. The ship automatically fires continuously; there is no fire button. Each shot creates two bright blue laser bolts from the ship’s left and right gun positions, traveling straight upward. Use a blue player-ship sprite, blue laser sprite, and circular translucent blue shield effect. Spawn enemies from random horizontal positions just above the top edge. They descend toward the player at approximately 50 + wave*5 plus a random 0–35 pixels/second, with slight sinusoidal side-to-side motion. Use three visually distinct enemy sprite types: red, black, and blue; the red/black basic enemies have 1 hit point and the tougher blue variant has 3 hit points, with a small red health bar above damaged enemies. Enemies periodically emit downward pink/red shots. If an enemy passes below the screen, damage the hull by 6. Player shots damage enemies, produce small cyan/red impact particle bursts, and destroy basic enemies for 100 points or tougher enemies for 150 points. Keep a combo counter internally; every eighth kill grants a temporary shield lasting about 3 seconds plus a shield-level bonus. A shield absorbs one enemy projectile hit and then disappears; otherwise an enemy projectile hitting the ship removes 9 hull. Add a brief camera shake on damage and impact. Continuously update the HUD with the current wave, comma-formatted score, and hull percentage represented by the upper-right horizontal bar. Start with score 0, wave 1, and hull 100/100. Increase the wave as scoring progresses. Every fourth wave, spawn a large boss if one is not already active: it enters from above and settles around y=130, moves horizontally in a sinusoidal pattern, and fires five orange projectiles in a spread at regular intervals. Render it as a large dark-purple circular machine with a hot pink outline and a gold center, plus a wide pink boss health bar near the top. Boss health starts at 45 + wave*12; player lasers reduce it, and defeating it awards 1200 points, advances the wave, and creates a large pale-gold explosion. Use small glowing circular particles for explosions, cyan for normal impacts, pink/red for enemy impacts and bullets, orange for boss shots, and pale gold for boss destruction. Include lightweight synthesized arcade audio: a soft ambient low musical drone after the player starts, short square-wave shots, harsh hit sounds, a power-up tone, and a low boss warning sound. Keep the visual style minimalist, polished, atmospheric, and neon sci-fi rather than adding extra scenery, weapons, enemies, or UI not specified here. When hull reaches zero, stop gameplay and show a centered “SIGNAL LOST” modal with the heading “THE VOID REMEMBERS”, followed by the score-dependent line “You held the line for [score] points. The signal is still out there — waiting for a stronger wake.” and a button labeled “REENTER THE DARK”. Retrying resets score, wave, hull, enemies, bullets, particles, upgrades, and player position, then shows the opening transmission again. Ensure the layout scales to phone screens, disables page scrolling, supports touch dragging, and keeps the HUD unobtrusive over the canvas.