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Arc Hands

  • 3d
  • first-person
  • arena-shooter
  • survival
  • wave-based
  • sci-fi
  • dark-fantasy
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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. Junior Cole built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Arc Hands yet. Play it, then tell Junior Cole what you would add next.

Make your own game

Arc Hands was built by Junior Cole 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 Arc Hands 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 Arc Hands

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 3D first-person arena survival shooter called "Arc Hands". Use Three.js-style real-time 3D rendering with a dark sci-fi/fantasy atmosphere: nearly black navy background and fog, a broad flat circular blue-gray arena floor, a thin bright cyan circular boundary ring around the arena, and 18 evenly spaced dark blue-gray low-poly ruin pillars around the perimeter. Use soft shadows, cool blue ambient light plus a warm directional key light, and a moody high-contrast look. The camera is first-person, positioned at about 1.6 units high, with a fairly wide perspective; the player starts at the center area near z=8 and can look freely horizontally and vertically. The visible scene should show approaching stylized low-poly red/black demon monsters, with a larger brute demon variant and occasional flying demon variant. Monsters spawn around the player, face the player, and continuously chase them across the arena. Normal demons have 80 HP, speed 1.8 and deal 10 damage on contact; brutes are scaled to 1.35, have 140 HP, speed 1.25 and deal 18 damage. A contact attack occurs when an enemy is within about 1.8 units, with a 1.15 second attack cooldown. Start wave 1 with four monsters at radius 10, one brute and three normal demons. When all enemies are defeated, advance the wave and spawn up to seven demons around radius 12 (the count is min(7, wave+2)), with every fourth spawn a brute; on every third wave also spawn one flying demon at (0, -12). Do not add unrelated enemy types or mechanics.

The core weapon is an energy arc blast fired from the player's hands/camera. Clicking or tapping the right side of the screen fires a small glowing cyan spherical bolt in the current view direction. Each bolt costs 8 energy, travels forward at speed 22, lasts 1.8 seconds, and deals 45 damage when it comes within about 1.3 units of an enemy's body. Award 10 score for each successful bolt hit and an additional 50 score when an enemy is killed. Briefly emit small yellow sparks around each shot. Energy starts at 100 and regenerates at 10 per second up to 100. Pressing Space triggers a close-range shockwave: it costs 35 energy, deals 55 damage to every enemy within 7 units, and emits a burst of purple particles expanding from the player. It should not fire when energy is insufficient or after game over.

Player rules: start with 100 HP. Move at speed 5.3 using WASD or arrow keys, constrained to x and z values from -16 to 16, while remaining at y=1.6. Use mouse/pointer dragging on the right side to aim (horizontal and vertical drag changes yaw and pitch, with pitch clamped to approximately -1.25 to 1.25); a right-side tap/click fires. For touch devices, dragging/touching the left side controls movement with a virtual relative direction, and dragging the right side aims/fires. Display a bottom control hint reading approximately: "WASD / left touch: move     Drag right: aim     Tap right / click: ARC BLAST     Space: shockwave". Keyboard Space fires the shockwave. If HP reaches zero, stop gameplay and show a dark translucent full-screen overlay with large pink/red "YOU FELL" text and "Tap or press R to restart"; tapping or pressing R reloads/restarts the game.

Add a fixed HUD canvas over the 3D view. At the upper left, draw a translucent very dark navy rectangular panel, approximately 390x76 in a 960x540 logical canvas, outlined in cyan. Show the title and current wave as "ARC HANDS // WAVE 1" (updating wave number) in white, with a tall condensed/futuristic feel if available. Along the lower line show "HP 100" in pink/red, "ENERGY 100" in cyan, and "SCORE 0" in gold/yellow, updating live. At the bottom, show a wide translucent navy instruction bar. Keep the HUD minimalist and readable over the dark scene. Use fog beginning around 18 units and ending around 55, a dark navy clear color, antialiasing, shadows, and an ACES-like tone-mapped/cinematic output. Include small glowing particle effects for shots and shockwaves. The game is an endless wave-based arena combat loop with no menus, inventory, ammo count, jumping, or other systems beyond HP, energy, score, movement, aiming, arc bolts, shockwaves, enemies, waves, and restart.

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