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Arcade › Arrow Grove
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Zakarie Tame built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Arrow Grove yet. Play it, then tell Zakarie Tame what you would add next.
Arrow Grove was built by Zakarie Tame 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 Arrow Grove 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 browser-based 3D top-down survival game titled "Arrow Grove". Use Three.js or an equivalent real-time 3D engine, with a perspective camera looking down at a circular arena. The visual style is clean, colorful low-poly/blocky fantasy: a dark navy background (#101522) with atmospheric fog, a flat dark green circular ground patch about 15 units in radius, and a faint golden ring marking its boundary. Place stylized low-poly trees around the perimeter and scattered chunky rocks inside the grove. Use soft bright environmental lighting, warm sunlight, cool blue rim light, shadows, and a subtle dark circular shadow under the player. The player is a small blocky humanoid hero positioned initially near the lower part of the arena. Load/use a simple blocky character model, with a visible player shadow. The camera follows/centers the hero in a top-down view with a moderately wide perspective (approximately 52-degree field of view and about 15 units of camera distance). Keep the hero inside the circular arena by clamping their horizontal position to roughly radius 13.2. The core loop is movement versus automatic ranged attacks: the player moves continuously with WASD or arrow keys on desktop, or an on-screen joystick on mobile. The controls also advertise Space as a jump input; support that through the control system if available, but the combat rule is that the hero fires only while standing still. Display the centered instruction pill "Move to dodge — stop to fire". When the hero is not moving and an enemy exists, automatically target the nearest living enemy and fire a glowing golden arrow/projectile toward it, with no manual aim. Projectiles travel in a straight horizontal direction at about 14 units/second, live for about 2.2 seconds, and appear as short glowing yellow-orange arrow-like cylinders. The default firing interval is about 0.55 seconds. Start on a full-screen title overlay. Keep the 3D scene visible behind it, but show the large warm-yellow title "Arrow Grove", the description: "A small top-down survival run inspired by the auto-fire rhythm of Archero. Move with the joystick or WASD. Your hero fires when you stand still.", and a prominent rounded yellow "Start run" button. At the bottom show the help text "Desktop: WASD / arrows · Space jumps · Mobile: use the on-screen joystick". On starting, hide the title overlay and begin wave 1 with 3 hearts and zero KOs. Enemies spawn around the outside of the arena, at a random angle and radius approximately 10.5–13 units, and chase the player. Each wave spawns 3 + (wave number × 2) enemies, with a spawn interval that starts around 0.7 seconds and becomes slightly shorter on later waves, down to at least 0.18 seconds. Most enemies are cute low-poly aliens: give them 2 hit points and movement speed about 1.95. About 26% should be larger cyclops monsters: give them 3 hit points and movement speed about 1.55. Use animated low-poly monster models with idle/walk/death animations where available. Enemies turn toward the player while approaching. A living enemy damages the player when within about 1.1 units, with contact damage on a cooldown of about 0.8 seconds; each contact removes one heart. When an enemy reaches zero HP, count one KO, play its death animation if available, and shrink/fade/remove its model. Projectiles disappear on hit or when their lifetime expires. The hero's initial arrow damage is 1. A wave is cleared only after all scheduled enemies have spawned and every enemy has been defeated. Then pause gameplay and show a centered overlay reading "Wave cleared" and "Choose one upgrade, then keep moving." Offer three rounded buttons: "+Damage" (increase arrow damage by 1), "+Attack speed" (reduce the firing cooldown by 0.1 seconds, never below 0.22 seconds), and "+1 Heart" (increase current HP by 1). After selecting an upgrade, advance to the next wave and resume spawning. Do not add upgrade systems beyond these three. If hearts reach zero, stop gameplay and show a centered overlay titled "Run over" with text dynamically stating how many waves were cleared and how many enemies were dropped, in the form "You cleared X waves and dropped Y enemies." Show a "Restart" button that resets wave to 1, KOs to 0, HP to 3, damage to 1, attack cooldown to 0.55 seconds, clears all enemies/projectiles, returns the hero to its starting position, and starts the run again. Keep a fixed HUD above the 3D canvas. At top-left show a dark translucent rounded pill with a heart icon and current HP, initially "♥ 3". At top-right show "Wave 1 · 0 KOs" and update both values live. Centered near the top show the translucent pill instruction. Use a modern system sans-serif font, dark translucent navy HUD pills with thin semi-transparent borders, rounded corners, light text, and subtle blur/shadow. Buttons are warm pale yellow with dark navy bold text; the upgrade buttons may include a pale blue secondary style. Make the layout responsive for desktop and mobile, respecting safe-area insets. Preserve the uncluttered dark navy presentation and the compact arcade-survival feel shown in the reference.