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Zones 3

  • 2d
  • space-shooter
  • arcade
  • neon
  • wave-survival
  • boss-battles
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Damon Smith built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Zones 3 yet. Play it, then tell Damon Smith what you would add next.

Make your own game

Zones 3 was built by Damon Smith 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 Zones 3 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.

Read the build brief for Zones 3

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 2D top-down space-defense arena shooter titled “Zones 3,” rendered with a Three.js-style orthographic camera and a fixed full-screen viewport. The playfield is a dark navy/black neon space scene with a subtle radial background, many twinkling white/cyan/pink stars, drifting dust streaks and translucent orbs, faint vertical cyan/pink lane lines, large translucent cyan and magenta horizon rings, soft blue/purple nebula circles, a purple ringed planet in the upper-right, and a small constellation in the upper-left. Use a crisp neon arcade aesthetic: cyan, hot pink, lime green, orange, purple, white, and glowing translucent UI panels.

The player controls a small stylized white spacecraft near the bottom of the arena. Its silhouette is a pointed arrow/rocket with a cyan circular cockpit, two hot-pink angled side wings, a cyan circular glow ring, and two animated lime thruster flames below. It can move freely in four directions but remains clamped inside the visible arena. Keyboard controls: WASD or arrow keys to move, Space to fire, and Enter to start/restart/continue. On touch devices show a left virtual movement joystick and a FIRE button on the right; holding FIRE enables autofire. The desktop crosshair and touch aim joystick are hidden in the actual implementation, so do not require mouse aiming: shots always travel upward.

The core loop is an endless sequence of zones/waves. Start with an interactive centered translucent panel reading “ZONES 3,” with subtitle “2D space defense — chain combos, grab shield and spread pickups, and break splitter rocks before the boss waves.” and pulsing instruction “TAP OR PRESS ENTER TO START.” Once started, spawn irregular faceted asteroids from above and occasionally the side; they move generally downward toward the player, rotate, pulse subtly, drift laterally, and disappear off-screen. The player’s dual weapon automatically fires two lime vertical energy bolts upward when Space is held or the mobile FIRE button is held. Each bolt has a short lifetime and damages asteroids on contact. Keep shooting responsive, with a short cooldown; at high combo the dual weapon adds a center bolt and slightly stronger shots.

Implement asteroid variety as visible irregular polygonal rocks with dark outlines, highlights, facets, craters, and glowing color variations. Standard rocks are orange or purple. From later zones introduce: cyan “seeker” rocks with a rotating cyan ring eye that steer toward the player; pink “splitter” rocks with a diagonal split mark that, when destroyed, create two smaller fast fragments; and larger orange heavy rocks with dark plate markings, higher health, and slower movement. Every third zone is a boss zone: spawn one very large orange irregular asteroid with extra facets/craters/scars, a rotating hot-pink outer ring, and a bright white core. Bosses have substantially more health, move slowly downward, and are worth much more score. Do not add enemy projectiles or other enemy types not represented in the mechanics.

Collision with an asteroid damages the ship and removes that asteroid. The ship starts each run with 180 HP; collision damage varies by enemy type, and a brief invulnerability period with blinking ship follows a hit. If HP reaches zero, stop the run and show a centered panel saying “Hull breached. Final score [score].” with “TAP OR PRESS ENTER TO RESTART.” Keep a lime health bar spanning almost the full width along the bottom of the screen. The player can collect circular floating powerups dropped by destroyed asteroids: cyan shield pickups add two shield hits, up to five total, and lime spread pickups activate a 10-second three-shot spread weapon (left, center, right). Shield hits absorb collision damage and are consumed one at a time. Powerups pulse, rotate, bob slightly, expire after about ten seconds, and create small particle bursts when collected. Bosses always drop one powerup.

Award score for destroying rocks, with score increased by a combo multiplier. A destruction starts or increments a combo up to 8, and the combo remains active for roughly 3.2 seconds after the latest kill; taking damage resets it. Clearing the current zone requires 8 kills for the first zone, then 10 + current zone number kills for ordinary later zones; splitter fragments count as kills. When the target is reached, pause spawning and show a centered message such as “Zone [number] cleared. More asteroids incoming.” or, when the next zone will be a boss, “Zone [number] cleared. Giant boss rock detected.” with “TAP OR PRESS ENTER FOR NEXT ZONE.” Enter/tap resumes the next zone. The zone counter increments after a clear, and every third zone is the boss encounter. Increase spawn pressure slightly as zones rise.

HUD must remain fixed over the playfield in two rounded translucent dark panels with thin cyan borders and cyan glow. The top panel displays, left to right, “SCORE [number],” centered “ZONE [number],” and right “HP [number].” The second panel displays centered sections “COMBO [n]X,” “WEAPON DUAL” (or “DUAL+,” or “SPREAD [remaining]S”), and “SHIELD [number].” Values such as score and HP glow cyan; combo/weapon/shield accent values glow lime. Use uppercase, widely spaced bold sans-serif typography. The health bar is lime-to-yellow green with a glow and rounded border. Include subtle particle bursts in the rock’s color on hits and destruction, lime muzzle particles while firing, cyan shield particles, and red hit particles. Keep the camera orthographic and the world visually flat 2D, with the spacecraft and enemies layered above the animated space backdrop.

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