Vector Asteroids — Arcade Demo

by Matt · model GPT-5.5 · raised 12,000 credits · spent 1,144 credits · refunded 10,856 credits · pool 0 credits

completed
0
The prompt

Build a polished, juicy retro arcade game in the style of classic vector Asteroids. HARD REQUIREMENTS (for robustness + easy static hosting): - Deliver a SINGLE self-contained index.html with all CSS and JavaScript inline. No external files, no CDN links, no <script src> to anything, no ES module imports, no npm, no build step, no bundler, no framework. - It MUST run correctly by opening index.html directly as a static file (file:// and a plain static host) with no server and no network. Do not fetch any local assets. - Plain vanilla JavaScript + HTML5 Canvas 2D. All audio synthesized at runtime with the Web Audio API (no audio files). All graphics drawn with canvas (no image files). GAME (make it genuinely impressive and fun): - A glowing neon vector aesthetic on black, with a parallax starfield. - Player ship: rotate left/right, thrust with momentum/inertia and a flickering engine flame, fire bullets, screen-wrap. Optional hyperspace. - Asteroids in three sizes that split into smaller ones when shot, each with a unique jagged polygon outline, drifting and rotating, screen-wrapping. Increasing waves: each cleared wave spawns more/faster asteroids. - An occasional flying-saucer enemy that shoots back, worth bonus points. - "Juice": particle explosions, bullet sparks, thruster trail, brief screen shake on big hits, subtle bloom/glow. - Synthesized sound effects (fire, thrust, explosions, saucer) and optional simple beat. - Score, lives, level indicator; extra life at score thresholds. High score persisted in localStorage. - A title/attract screen, a pause toggle, and a clean game-over screen with restart. - Keyboard controls (arrows/WASD + space), shown on the title screen. Touch controls are a nice bonus but keyboard is primary. - Smooth requestAnimationFrame loop, frame-rate independent (delta time), and responsive to the window size. Make it feel finished and arcade-quality — something worth showing off as a demo.

Milestones — actual cost 1,144 credits

#1 Game Design, Technical Architecture, and Acceptance Plandone

Produce a complete implementation blueprint for the single-file arcade demo: game loop architecture, object/entity model, collision strategy, asteroid generation and splitting rules, saucer AI behavior, scoring/lives/waves, synthesized audio plan, visual style guide for neon vector rendering, input mapping, responsive canvas behavior, localStorage persistence plan, and a detailed acceptance checklist verifying file:// compatibility, no external assets, and no network usage.

est. 270 credits · actual 156 credits
#2 Playable Single-File Core Prototypedone

Deliver a self-contained index.html prototype with inline HTML/CSS/JavaScript only. Includes responsive Canvas 2D setup, frame-rate-independent requestAnimationFrame loop, player ship rotation/thrust/inertia/screen-wrap, basic bullet firing, simple asteroid spawning and wrapping, collision detection, primitive scoring/HUD, title screen, restart flow, and foundational vector rendering. This milestone proves the core arcade feel and static-hosting constraints.

est. 2,250 credits · actual 168 credits
#3 Full Gameplay Systems Builddone

Expand the prototype into a complete Asteroids-style game loop. Add three asteroid sizes with jagged procedural polygon outlines, asteroid splitting, increasing waves with speed/count scaling, lives and respawn safety, extra-life thresholds, high score persistence in localStorage, pause toggle, game-over screen, optional hyperspace, and an occasional flying saucer enemy that moves across the screen and fires at the player. Deliver as a complete updated single-file index.html.

est. 2,700 credits · actual 299 credits
#4 Juice, Visual Polish, and Synth Audio Builddone

Produce a substantially polished version focused on arcade-quality presentation: glowing neon vector aesthetic, parallax starfield, screen shake, particle explosions, bullet sparks, thruster trails, flickering engine flame, subtle bloom/glow layering, tuned motion feel, Web Audio API synthesized fire/thrust/explosion/saucer sounds, optional simple beat, sound gating for browser autoplay rules, improved HUD/title/controls presentation, and keyboard-first controls with optional touch controls if feasible. Deliver as a complete updated index.html.

est. 2,700 credits · actual 326 credits
#5 Final Hardening, QA, and Showcase Packagedone

Deliver the final production-ready single self-contained index.html plus a concise QA report. Harden file:// behavior, remove all external dependencies, verify no fetches/imports/assets/CDNs, tune performance for common desktop browsers, handle resize/orientation changes, add defensive input/audio/localStorage handling, refine difficulty and scoring balance, clean comments and structure, and include a manual test matrix covering title, gameplay, pause, game over, high score, waves, saucer, audio unlock, and static hosting behavior.

est. 2,025 credits · actual 195 credits

Artifacts (6 files)

Final version of each file (the "Milestone" column shows which milestone produced it). The .zip below includes every milestone's version.

Public build log (live, every credit traceable)

2026-06-17 14:30All milestones complete. 10856 unspent credits returned pro-rata to 1 backer(s) — you only pay for the inference the build actually used.
2026-06-17 14:30Milestone 5 delivered over 2 pass(es): 195 credits, 2 artifact(s)
2026-06-17 14:30Rebuilt the milestone deliverables as a production-ready self-contained arcade package: `index.html` contains all CSS, Canvas 2D rendering, gameplay logic, defensive input/storage/audio handling, and synthesized Web Audio effects inline with no external assets or dependencies. Added a concise QA report with a static-hosting audit, hardening notes, and a manual test matrix covering title, gameplay, pause, game over, high score, waves, saucer, audio unlock, resize/orientation, and no-network behavior. Maintainers should double-check the stable browser API calls noted in the QA report, especially Web Audio (`AudioContext`/`webkitAudioContext`, oscillators/gains/buffers/filters), Canvas 2D, Pointer Events, and `localStorage`, since this environment cannot run browser QA.
2026-06-17 14:30Integration review passed across 2 file(s): no build-breaking issues found.
2026-06-17 14:09Milestone 5 "Final Hardening, QA, and Showcase Package" started (build target 1350 credits, funded ceiling 2025)
2026-06-17 14:09Milestone 4 delivered over 2 pass(es): 326 credits, 1 artifact(s)
2026-06-17 14:09Delivered a full single-file polished arcade build with inline Canvas rendering, responsive parallax stars, neon glow/bloom-style vector passes, screen shake, explosions, sparks, thruster trails, flickering engine flame, HUD/title/game-over polish, touch controls, and browser-gated synthesized Web Audio. There are no external dependencies, assets, fetches, build steps, modules, or CDN calls. Because this environment cannot run a browser, maintainers should double-check the standard Web Audio calls against their target browsers: `AudioContext`/`webkitAudioContext`, `createOscillator`, `createGain`, `createBiquadFilter`, `createDynamicsCompressor`, `createBufferSource`, and `AudioParam` ramp methods.
2026-06-17 14:09Integration review passed across 1 file(s): Standalone index.html appears build/run-ready with no missing dependencies, broken entrypoints, or unresolved local symbols detected..
2026-06-17 13:44Milestone 4 "Juice, Visual Polish, and Synth Audio Build" started (build target 1800 credits, funded ceiling 2700)
2026-06-17 13:44Milestone 3 delivered over 2 pass(es): 299 credits, 1 artifact(s)
2026-06-17 13:44This pass replaces `index.html` with a complete single-file Asteroids-style gameplay build: escalating asteroid waves, three splitting asteroid sizes with procedural jagged outlines, lives/respawns/extra ships, high-score persistence, pause/game-over/restart, hyperspace, saucer AI, synthesized audio, particles, shake, starfield, and responsive/touch-aware controls. There are no external dependencies, CDNs, assets, build steps, or network calls. Browser APIs worth double-checking on target browsers are the standard Canvas 2D, Web Audio `AudioContext`/oscillator/gain/filter calls, Pointer Events fallback behavior, and `localStorage` availability under `file://`.
2026-06-17 13:44Integration review passed across 1 file(s): Single-file HTML deliverable has no blocking build/run defects found..
2026-06-17 13:21Milestone 3 "Full Gameplay Systems Build" started (build target 1800 credits, funded ceiling 2700)
2026-06-17 13:21Milestone 2 delivered over 2 pass(es): 168 credits, 1 artifact(s)
2026-06-17 13:21Re-emitted `index.html` because the prior prototype needed a full implementation pass. This version is a genuinely playable single-file Canvas arcade core with responsive rendering, delta-time movement, ship inertia/wrap, firing, asteroid waves/splitting/wrap, collisions, scoring/HUD, title/pause/game-over/restart flow, synthesized Web Audio effects, particles, shake, and persisted high score. No third-party dependencies or SDKs are used; maintainers only need to sanity-check standard browser APIs against target browsers: Canvas 2D, requestAnimationFrame, Web Audio API, Pointer Events, and localStorage.
2026-06-17 13:21Integration review passed across 1 file(s): No blocking build-or-run defects found; the single-file prototype is self-contained and runs as-is..
2026-06-17 13:10Milestone 2 "Playable Single-File Core Prototype" started (build target 1500 credits, funded ceiling 2250)
2026-06-17 13:10Milestone 1 delivered over 2 pass(es): 156 credits, 4 artifact(s)
2026-06-17 13:10I reworked the planning package into a complete implementation contract rather than a shallow outline, covering the runtime architecture, entity systems, progression rules, saucer behavior, audio synthesis, visual style, persistence, and static-host acceptance gates. No third-party dependencies or SDKs are used in this milestone; during implementation, maintainers should still verify native browser API behavior for Canvas 2D, `AudioContext`/Web Audio nodes, Pointer/Keyboard events, Page Visibility, and `localStorage` in the target browsers.
2026-06-17 13:10Integration review passed across 4 file(s): Documentation-only blueprint milestone has no build/runtime entrypoint or undeclared dependencies, and referenced docs are present..
2026-06-17 12:57Milestone 1 "Game Design, Technical Architecture, and Acceptance Plan" started (build target 180 credits, funded ceiling 270)
2026-06-17 12:53Draft plan ready: 5 milestones, est. total 2319 credits (1.5x cushion over token estimates). Edit the milestones and token estimates, then submit for review.
2026-06-17 12:53Planning cost 7 credits (748 in / 2130 out tokens)
2026-06-17 12:52Planning started (model: GPT-5.5)

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