Arcade › Alien Scan
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dj Xtc built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Alien Scan yet. Play it, then tell Dj Xtc what you would add next.
Alien Scan was built by Dj Xtc 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 Scan 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.
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 3D third-person exploration game titled “Alien Scan.” The player is a space-suited explorer on a dark alien planet, viewed from a trailing elevated third-person camera. Use a large flat 80x80 purple-black ground plane, atmospheric dark purple fog, a black star-filled sky/space backdrop with many small blue-white points, soft blue/purple ambient lighting, and warm directional moon/sun lighting. Enable shadows and a low-poly, slightly stylized sci-fi look. The player should be a humanoid astronaut in a modular spacesuit model, standing and moving on the planet surface. Use a third-person controller targeting the player with approximately 7.5 movement speed, jump speed 11, gravity -22, and camera distance about 6.5; support standard keyboard movement and jumping through the controller, with camera aiming/rotation appropriate for selecting targets. If the detailed astronaut asset is unavailable, use a simple blue astronaut-like placeholder body and head rather than preventing play. Place exactly six scannable alien creatures around the exploration area, initially at approximate world coordinates (-9,-7), (8,-9), (-12,4), (11,8), (-4,13), and (6,-13) using x/z coordinates. Use colorful low-poly animated creature assets: a cute purple alien, a taller alien/stalker, a flying void-bat, a crystal cactus, a flying plasma bee, and a second alien used as a spiky-floater variant. Give them the displayed species names and facts: “Glow Alien” — “Emits a soft bioluminescent light at night.”; “Tall Stalker” — “Stands over 3 meters and communicates through vibrations.”; “Void Bat” — “Can hover silently and sees in complete darkness.”; “Crystal Cactus” — “Grows sharp crystals that store energy from the stars.”; “Plasma Bee” — “Produces a sweet nectar that glows in the dark.”; and “Spiky Floater” — “Floats on magnetic currents and changes color when happy.” Animate creatures idly, with bats and bees using flying animation where available. Unscanned creatures should gently wander around their starting locations in a small roughly 3.5-unit radius, while flying types move faster; scanned creatures stop wandering. Scatter six alien-environment props among the creatures: glowing cyan/blue crystal near (-6,3), large glowing pink crystal near (4,-5), rocks near (13,2) and (-14,-8), another rock near (2,11), and a smaller glowing pale-green crystal near (-11,-11). Use low-poly rocks/crystals with cast shadows and emissive colors for the glowing crystals. The screenshot should read as a sparse purple alien plain with bright pink, cyan, and green environmental objects and colorful small monsters. The core mechanic is directional scanning. When the player presses E (also accept F) or clicks the large mobile-friendly “SCAN (E)” button, find the nearest unscanned creature within 11 world units that lies in front of the player/camera, using a forward-facing cone: accept only targets whose horizontal direction has a dot product greater than 0.65 with the camera’s horizontal forward direction. Scan only one closest qualifying creature at a time. Add a 0.6-second scan cooldown. If there is no valid target, briefly turn the scan button orange/red, then restore its cyan color. When a creature is scanned, mark it permanently scanned, increment the counter, briefly speed up its animation, and create a glowing turquoise expanding ring at its position around waist height that fades out. Show a centered information modal with a dark translucent background, cyan border and heading, the creature’s name, its fact, and a cyan Close button. The modal must be dismissible without resetting progress. Once all six creatures have been scanned, after a short delay replace the modal content with “Planet Fully Scanned!” and “You logged every strange creature. Great work, explorer! The planet is now mapped.”, and make the modal border yellow. Add a fixed HUD over the canvas: at top-left, a translucent black rounded rectangle with a thin green outline and bright green text “Alien Planet • Explore & Scan”; at top-right, translucent black progress text “Scanned: 0/6” that updates to the current count; and at bottom-center, a large rounded cyan/turquoise SCAN (E) button with black bold text and a strong cyan glow. After the first successful scan, change the top-left status text to “Alien Planet • N/6 scanned.” Keep the HUD readable and responsive on desktop and mobile, with the scan button clickable and pointer interaction enabled while the rest of the HUD is non-blocking. Do not add weapons, combat, enemies attacking, health, lives, timers, inventory, or other objectives: the only goal is to explore and scan all six creatures.