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Alien Brawl

  • 3d
  • arena-survival
  • action
  • wave-based
  • low-poly
  • sci-fi
  • mobile-friendly
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. kw2296cc built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Alien Brawl yet. Play it, then tell kw2296cc what you would add next.

Make your own game

Alien Brawl was built by kw2296cc 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 Alien Brawl 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 Alien Brawl

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 “Alien Brawl” as a browser-based 3D low-poly arena survival game using Three.js primitives. Use a dark sci-fi presentation: deep navy/black background with fog and distant white stars, a circular metallic alien coliseum about 16 units in radius, a glowing cyan inner floor ring, a darker outer torus ring, and twelve evenly spaced polygonal pillars around the arena with alternating mint and pink beacon lights. Use a perspective camera positioned high and behind the player (roughly an elevated third-person view), following the player smoothly while looking toward the player; add mild camera shake on hits and dashes. Use directional, hemisphere, and colored point lighting, shadows, emissive neon materials, and simple expanding/fading ring and burst effects.

The player is a bio-engineered alien fighter starting at the center of the arena. Build the selected fighter from simple geometric meshes with a dark shadow on the floor, a glowing core, and distinctive silhouettes/colors. The roster selection screen offers these five visible fighter cards (the first three are the primary documented choices, and the last two are also present in the actual interface): Vanguard Morph, a balanced mint/teal faceted alien with horns and tail (100 health, movement speed 11, 0.28-second fire interval, 16 shot damage, 24 dash damage, 2.5-second dash cooldown); Skimmer Ray, a pale cyan flattened flying-ray shape with wings, fin, and nose (78 health, speed 13.4, rapid 0.18-second fire interval, 11 shot damage, 18 dash damage, 1.75-second cooldown); Colossus Shell, a large orange faceted armored alien with shoulder pieces, spikes, and tail (138 health, speed 8.6, 0.42-second fire interval, 24 shot damage, 34 dash damage, 2.9-second cooldown); Void Mantis, a green shard/razor-themed fighter that fires green crystal-like shards (92 health, speed 12.2, 0.22-second fire interval, 15 shot damage, 22 dash damage, 2.15-second cooldown); and Grandma Nova, a purple cosmic-grandma-themed fighter that fires brown/orange cookie-like projectiles (112 health, speed 10.2, 0.32-second fire interval, 18 shot damage, 26 dash damage, 2.2-second cooldown). Switching fighter resets the run to wave 1. Preserve the distinct projectile colors and shapes implied by each fighter, while the attack is otherwise a forward-moving projectile.

The core loop is: choose a fighter, then survive successive waves of aliens in the circular arena. Wave 1 spawns 6 enemies (4 + 2 per wave); each later wave adds two more, and enemy health and speed scale with wave number. Spawn them around the arena edge. Each enemy continuously homes toward the player, with slight side-to-side strafing and floating/wobbling animation, and cannot leave the circular boundary. Include two enemy types: purple, smaller/faster “stalkers” with about 24 + 4 per wave health, speed 5.2 + 0.18 per wave, radius 0.9, and 12 contact damage; and orange, larger/heavier “brutes” with about 42 + 8 per wave health, speed 3.5 + 0.12 per wave, radius 1.15, and 18 contact damage. Model enemies as low-poly icosahedron bodies with a glowing pale eye, four short angled legs, and a soft black floor shadow. Each enemy damages the player on close contact with a short hit cooldown. When all enemies die, show “Wave N cleared” briefly, wait about 1.6 seconds, then spawn the next wave and show “Wave N incoming.”

Movement is top-down arena movement on the XZ plane. Keyboard controls are WASD or arrow keys; movement accelerates and damps smoothly, faces the movement direction, and is clamped inside the circular arena. Press F to fire. Firing automatically targets the nearest enemy within the fighter’s auto-aim range (roughly 22–27 units depending on fighter), otherwise fires in the current facing direction. Shots have a short fighter-specific cooldown, travel quickly, damage the first enemy they intersect, disappear on hit/expiry/out-of-bounds, and create a small glowing ring at the player. Kills add 12 score for stalkers and 30 for brutes and create bright burst effects. Press Shift to dash: dash in the current movement/facing direction for roughly 0.14–0.18 seconds at high speed, grant brief invulnerability, damage nearby enemies once on activation, knock them back, create a colored expanding ring and dash trail bursts, and enforce the selected fighter’s cooldown. A dash is blocked while cooling down or already dashing. Player contact damage causes a brief invulnerability window, red background flash, and camera shake; at zero health pause the game and show a Defeated overlay with waves survived and score.

Implement mouse/touch-friendly controls matching the visible mobile UI: a translucent four-button D-pad at bottom left with up/left/right/down arrows, and large circular Fire and Dash buttons at bottom right. The Fire button shoots once per press and can restart after defeat; the Dash button triggers the dash. Add a top-right pill-shaped Hero button that opens the fighter selector. Also allow C to open the selector, R to restart after defeat, and number keys 1–3 for the first three fighters while the initial selector is open. Choosing a card closes the selector, resets the arena, and starts wave 1.

Create a translucent HUD overlay that remains over the 3D scene. In the upper-left, show the mint uppercase title “ALIEN BRAWL,” current fighter name, and a two-column stat grid for WAVE, SCORE, ENEMIES, and DASH; show DASH as “Ready” or its remaining cooldown in seconds. Put a horizontal health bar beneath these stats with a red-to-yellow-to-mint gradient that shrinks with health. Center-top, show rounded status messages such as “Wave 1 incoming,” “Vanguard Morph enters the arena,” “Wave N cleared,” and the default “Hold the arena. Clear each wave.” Put a small instruction panel below the HUD explaining WASD/arrow movement, F/Fire shooting at the nearest alien, Shift/Dash bursting through nearby enemies, C/Hero fighter switching, and R restart. Use rounded dark translucent panels, subtle cyan/pink borders, blur, white text, and neon mint/cyan/pink accents.

On first load, pause the game and display a centered dark translucent “Alien roster” selection modal titled “Choose your fighter,” explaining that bodies change speed, health, and attack rhythm, with a responsive grid of fighter cards showing role, description, health, speed, fire, and dash summaries. During play the Hero button opens the same modal titled “Switch fighter” and explains that selecting a new form resets to wave 1. Keep the low-poly geometry, neon emissive sci-fi look, elevated follow camera, simple particles/effects, responsive HUD, and playable keyboard/mobile input central to the experience.

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