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Asteroids Demo Spec

Goal

Build a playable 2D Asteroids-style arcade demo that proves the GUI runtime can keep a game loop alive, process continuous keyboard input, render moving vector-like shapes, handle collision-heavy state changes, and expose deterministic evidence for tests.

Player Experience

The first screen is the live game, not a menu. A triangular ship starts near the center of a dark playfield with several large asteroids drifting around it. The player rotates, thrusts, shoots, avoids collisions, and clears waves by splitting asteroids into smaller pieces. The game should feel responsive and readable at desktop and small-window sizes.

Core Rules

Controls

Game State

Track at minimum:

Scoring

Visual Requirements

Runtime Requirements

Determinism and Evidence

Acceptance Criteria

Out of Scope

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