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Arcade › Astro Pets
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Berwin Englehardt built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Astro Pets yet. Play it, then tell Berwin Englehardt what you would add next.
Astro Pets was built by Berwin Englehardt 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 Astro Pets 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 3D browser game titled “Astro Pets,” an arcade arena battle on the Moon. Use a Three.js-like real-time 3D scene with a dark navy space background, subtle fog, hundreds of small stars, and a large circular low-poly dark purple-gray lunar platform with shallow dark craters and a thin cyan glowing force-field rim. Use a high, third-person perspective camera looking down toward the player, with the camera smoothly following the player and looking slightly above them. Place decorative floating planets around the arena: a blue-green Earth at upper left, a pale yellow Saturn with rings at upper right, plus smaller Moon and orange Sun decorations farther around the arena; these are visual unlock-themed decorations, not collision objects. At the start, show a full-screen dark radial-gradient chooser card titled “Astro Pets.” Explain that the player should pick an astronaut and that their pet fights alongside them. Offer two choices: “Boy astronaut — Dog + protected bone” and “Woman astronaut — Cat + fish.” Choosing Boy makes the player a blue-tinted boy astronaut with a dog pet and a pink woman astronaut with a cat pet as the opponent. Choosing Woman reverses the teams: the player is a pink woman astronaut with a cat, and the opponent is a blue boy astronaut with a dog. Use astronaut and cube-pet 3D models if available, with simple colored capsule placeholders until models load. Player and opponent begin on opposite sides of the circular arena, with their pets slightly offset nearby. The core goal is to defeat the opposing astronaut and pet team. Each astronaut has 100 health and 60 shield; each pet has 110 health and 50 shield. Damage depletes shield first, then health. A character whose health reaches zero is marked DOWN and hidden. The match ends when both members of one team are down, showing “You won!” or “You lost!” and returning to the team picker while preserving unlock progress for that run. The opponent is AI-controlled: it approaches the player, attacks at close range, sometimes jumps, uses its astronaut ability, and uses its pet ability. Pets automatically follow their owner or pursue the nearest opposing target and bite when close. Movement is momentum-based on the arena surface: WASD or arrow keys move the player, with an on-screen directional move pad for touch devices. Space or the central JUMP pad jumps, and the player can double-jump. Jumps use gravity and keep the character inside the circular arena; jumping twice increments the appropriate player or enemy double-jump counter. The player’s basic melee attack is J, or an on-screen Attack button, and works only within roughly 2.15 units, has a short cooldown, and deals 40 damage for an astronaut. Pets deal 60 damage on their automatic close-range bite. Keep the player inside the arena boundary by clamping and bouncing them back from the rim. The selected astronaut’s main ability is K. For the Boy player, label it “Moonwalk”: apply heavy gravity to the opponent for 3 seconds, with a cosmic burst effect. For the Woman player, label it “One Step”: teleport the player close to the opponent, with a white cosmic burst. The AI uses the corresponding opposite ability. The player pet ability is L. The Boy/Dog team throws a protected bone at its own dog and grants it 50 temporary shield for 3 seconds. The Woman/Cat team throws a fish projectile at the opposing pet and deals 30 damage on impact. Show the projectile traveling through the arena, using a bone or fish model where possible, and display brief ring/burst feedback for abilities. Implement the unlock progression shown in the HUD. Rocket unlocks after both the player and enemy astronauts have performed 30 double jumps. Three Hearts unlocks after the player has used pet abilities 30 times. Universe unlocks after the player has used Rocket 30 times. Saturn unlocks after protected bone has been used 30 times. Earth unlocks after One Small Step has been used 30 times. Moon unlocks after Earth has been used 30 times. Sun unlocks after at least three of the earlier unlocks are complete. Big Dipper unlocks only after every other ability is unlocked. Keep counters and unlocked states for the current run and update the action buttons as they unlock; locked buttons should be visibly dimmed and show a message when pressed. The additional unlocked abilities are: Rocket (R), which creates a small rocket around the player and propels them upward with no gravity for 3 seconds; Three Hearts (H), which heals a random living member of the player’s team by 10 health; Universe (U), which randomly teleports either the user or the enemy to a random point within the arena; Saturn (T), which grants the player 60 shield for 3 seconds with ring visuals; Earth (E), which prevents the opponent from jumping for 4 seconds; Moon (M), which gives the player no gravity for 4 seconds and launches them upward; Sun (Y), which applies a 4-second burn to the enemy, dealing periodic damage; and Big Dipper (B), which attempts to fire every unlocked power at once. Give abilities cooldowns matching the mechanics: main ability about 4.5 seconds, pet ability 5 seconds, Rocket 8, Hearts 7, Universe 7, Saturn 8, Earth 9, Moon 9, Sun 9, and Big Dipper 18 seconds. Respect dead targets and do not apply effects to them. Use bright readable combat feedback: cyan/pink team-colored shield rings around protected characters, expanding torus rings for attacks and abilities, colored cosmic burst orbs, floating damage/heal text such as “-40,” “SHIELD,” and “+10,” and short centered message pills for events like ability use, getting too far away to attack, unlocks, and characters going down. Use smooth lighting with a cool hemisphere light and strong directional shadows. The visual style should be polished, colorful, toy-like low-poly sci-fi: glowing cyan and magenta UI accents over a nearly black space environment. The HUD must match the visible rules. At the top, show translucent dark panels for “YOUR TEAM” and “OPPONENT,” listing astronaut and pet names, DOWN status, green/cyan health bars, and purple shield bars. Center a panel with the ASTRO PETS title, selected team names, and the double-jump counters. At the bottom left show the 3x3 touch movement pad with arrows and a central JUMP button. At the bottom right show compact action buttons for Attack, the selected main ability, the selected pet ability, Rocket, 3 Hearts, Universe, Saturn, Earth, Moon, Sun, and Big Dipper, each with its keyboard key; wrap them on small screens. On desktop, also show an “Unlock path” panel listing each requirement and current counters; hide this panel on narrow mobile screens. Include responsive touch buttons, keyboard controls, translucent rounded panels, blue/purple gradients, and a full-screen chooser overlay.