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Arcade › Attack on Titan
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Attack on Titan was built by Myron 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 Attack on Titan 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 third-person action game titled “Attack on Titan,” using a low-poly fantasy/stock-asset visual style and a large enclosed city arena. Use a Three.js-like perspective camera with soft shadows, directional sunlight, blue-ish hemisphere fill light, atmospheric fog, and a muted dark green/brown ground plane. Build a roughly 140-unit square world bounded by a square ring of tall wall sections, with about 14 scattered low-poly city buildings inside the walls and a few pine trees near the outer corners. Buildings should provide elevated grapple targets on their roofs; the arena should feel like a dense walled district rather than an empty field. The player is a small scout-style warrior character carrying a sword, viewed from behind and above in third person. Start the player near (0, 2.2, 12), with the camera initially behind and above them; keep the camera about 19 units behind and 11 units above the player, looking toward a point 7.5 units above the player. Allow mouse-look while pointer lock is active, with yaw and pitch controls and a centered small circular crosshair. The player can move with WASD or arrow keys relative to the camera, including forward/backward and strafing. Apply acceleration/inertia-like damping, gravity, a ground height around 2.1, world boundaries, and orient the warrior toward the movement direction. Include a sword attached to the character’s hand and idle/walk/attack animation when available from the character asset. Implement the ODM gear grapple as the main traversal mechanic. Press SPACE to fire a grapple in the camera’s look direction, biased somewhat upward, only if the player has at least 8 gas. Select the nearest building roof or wall-top target within 42 units and roughly in front of the player. On a successful hook, show a dark rope from the player’s upper body to the target and spawn small gray impact particles; consume 12 gas and pull the player toward the target. While hooked, reduce normal movement speed, pull the player toward the anchor when stretched, and allow A/D or left/right to swing laterally around the rope. Consume gas continuously at about 14 per second and automatically release if gas is nearly empty. Press SPACE again to release, and when releasing with sufficient gas, boost in the camera direction (slightly upward) and consume 8 additional gas. The player should be able to jump/launch through this grapple boost but there is no separate conventional jump button. Place five enormous humanoid titans in the city, initially around these areas: (-28,-35), (32,-22), (-18,38), (42,28), and (-42,12). Use a giant low-poly humanoid model scaled to be massive relative to the warrior, with muted gray/olive material and simple walking animation. Titans slowly pursue the player inside the walls at roughly 4.5–6 units per second. When within about 7 units, they attack on a cooldown of roughly 1.6 seconds, reducing player health by 18 and knocking the player back/upward. Start player health at 100. Keep titans within the inner arena boundary. Give each titan 4 health points. Left-click while playing to swing the sword; affect living titans within 22 units, reduce each hit titan’s health by one, and show a brief expanding red slash effect near the titan. A successful hit gives the player a small recoil and restores 6 gas. When a titan reaches zero health, play a death animation if available, make it fall downward/rotate for a short time, then remove it and increase the score by one. When all five are removed, freeze gameplay and show a dark translucent victory overlay reading “YOU ELIMINATED ALL TITANS,” with the score and an instruction to press R. If the player’s health reaches zero, freeze gameplay and show a dark translucent red defeat overlay reading “DEVOURED,” with the score and “R to retry.” Press R during play to reload/reset the game. Also support a simple touch fallback: a tap fires/releases the grapple and a rapid double tap attempts a slash. Create a fixed HUD over the 3D view with white Arial-like text and subtle shadow. At top left show “ATTACK ON TITAN” and a smaller “ODM GEAR” subtitle. At top right show “TITANS LEFT” (starting at 5), “HEALTH” (starting at 100), and “SCORE” (starting at 0), plus a GAS label and a horizontal gas bar starting full and colored light blue; make the gas bar turn orange/red when low. At bottom left show a dark translucent instruction panel: “WASD / ARROWS: Move,” “SPACE: Hook / Release + Boost,” “MOUSE: Look,” “LEFT CLICK: Slash,” and “R: Reset.” Keep the HUD and crosshair noninteractive so mouse input reaches the canvas. Use external low-poly warrior, sword, giant, wall, city-building, house, and pine-tree assets or equivalent simple low-poly replacements, with visible cast/receive shadows, and retain the grounded muted green city battlefield, black/dark overlay UI, and minimal arcade presentation shown in the reference.