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Arcade
Arcade
Arcade
Arcade
A neon-synthwave orbital reflex game: a prism reflector orbits a glowing crystal core while glitch invaders on the arena rim fire waved synth-note projectiles at the core. Sweep the reflector to intercept a note and bounce it off the mirror face — the outgoing direction follows the face normal, so aiming a return into a distant invader is real skill. Deflections chain a combo multiplier, fill the Starlight meter and unlock a screen-clearing shockwave; three shield segments are the run's lives, and waves escalate from one slow invader to a dense multi-directional assault with charge-up shots, double volleys, spreads and armoured glitches.
How to play & mechanics: Press Play, then orbit the prism by moving the pointer or dragging on the board; the left/right arrows or A/D also rotate it. Space or the on-screen SHOCKWAVE button fires the shockwave once the Starlight meter is full; P or Esc pauses, R restarts, F toggles fullscreen (Esc also leaves it) and M mutes. The bar outside the canvas shows score, best, combo multiplier, three shield pips, the starlight meter and the current wave. Aim by rotating the mirror's face: a return reflects off the face normal, so line the face up between the incoming note and the invader you want to hit, and watch the faint dashed preview when a note is near. Invaders telegraph with a charge ring and a dotted line. Touch screens get SHOCKWAVE and PAUSE buttons plus drag-to-orbit. Single player; the in-canvas text stays in English on the Chinese pages.
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Brief
A neon-synthwave orbital reflex arcade game: a prism reflector orbits a glowing crystal core while glitch invaders on the arena edge fire waved synth-note projectiles inward. The player sweeps the reflector to intercept notes and physically reflect them (incoming direction about the mirror normal) back into invaders; a full Starlight meter unleashes a spectacular expanding shockwave that clears notes and damages every invader. Consecutive deflections build a combo multiplier that heats up the playfield visuals, three shield segments at the core are the run's lives, and the difficulty ramps through escalating waves with new invader behaviours (charge-up shots, double volleys, spreads, armoured glitches). Includes a title screen with a Play gate, pause, a game-over report with final score, best score and longest combo, procedural neon art, synthesized SFX, fullscreen, and keyboard plus pointer/touch controls.