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Arcade › Bandit Beater
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hezzyoche built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bandit Beater yet. Play it, then tell hezzyoche what you would add next.
Bandit Beater was built by hezzyoche 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 Bandit Beater 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.
Recreate “Bandit Beater” as a small browser-based third-person 3D action grinder using a low-poly Roblox-inspired visual style. Use Three.js-style rendering with a dark navy background and fog, soft shadows, ambient light plus a directional sun, and an orthographic-feeling but actually perspective third-person camera positioned about 10 units behind and above the player. The player is a simple block-built humanoid with a light blue torso, peach square head, dark block arms and legs, and a basic gray sword visual when a melee weapon is equipped. The camera looks toward the player’s upper body; hold the right mouse button and move the mouse to orbit horizontally and adjust pitch, with pitch constrained so the view stays angled down toward the island. Movement should be relative to camera direction, and the player should smoothly accelerate/decelerate and face the camera direction while moving or attacking. Build one circular island arena floating in the dark scene: a thick tan/brown cylindrical island base about 34 units in radius, topped by a thin green grass cylinder. Keep the player, enemies, and projectiles inside the island boundary. Put a wooden rectangular dock at approximately the left side of the island, with a blocky shop NPC standing there: blue torso, peach cube head, black/dark limbs, and a dark rectangular sign above/near the dock. This is the safe shop area. The player respawns near the opposite side of the island. Place a red translucent circular ring on the grass toward the right/rear side as the bandit camp marker; bandits spawn around this marked camp. The main goal is to defeat continuously spawning bandits, earn money and XP, level up, then travel to the Dock Shop and buy/equip stronger gear. Spawn up to 10 bandits, with new ones appearing roughly every 0.65 seconds around the camp. Each bandit is a blocky humanoid with a red torso, peach head, dark limbs, a black hood-like cube over the head, and a dark waist wrap. Bandits have level-scaled HP, chase the player around the island, deal contact damage, briefly react/knock back when hit, and drift back toward the camp when the player is dead or near the safe shop zone. Defeated bandits disappear and award approximately 12+ level-scaled money and 8+ level-scaled XP. At zero HP, stop movement and show a banner telling the player to press R to respawn; R resets the player position and combat timers but keeps the saved progression. Implement the combat exactly as a simple arcade system. With the default Rusty Sword, left click performs a short melee swing with a forward cone, approximately 1.55-unit range plus collision allowance, 95-degree arc, 22 damage, and knockback. The melee has a brief damage window and cooldown, and each bandit can only be hit once per swing. The shop can replace it with the stronger Katana, which is also melee but has 34 damage, 1.75 range, a 120-degree arc, and stronger knockback. Buying/equipping the Flintlock changes left click into a ranged gun shot: spawn a small gray spherical projectile in the camera-forward direction, traveling quickly and dealing 18 damage with a short cooldown. Press Q when a Flame Fruit is owned and equipped to fire an orange glowing fireball projectile; it travels forward, deals 28 damage, has a cooldown, and explodes on contact to damage nearby bandits within about a 1.1-unit radius. Projectiles should be removed on impact or after their short lifetime. Press Shift to dash briefly in the current movement direction at much higher speed, with a cooldown and a short invulnerability period. The player also has a short invulnerability blink after taking damage. Create a persistent local browser save containing money, XP, level, owned items, and equipped weapon/accessory/fruit. Start with level 1, zero money and XP, Rusty Sword owned and equipped, and no accessory or fruit. XP should use a simple rising level requirement beginning around 60 and increasing by 30 per level; on level-up, increase maximum HP by 3 per level and show a level-up banner. The Bandana accessory costs20 and gives +25 maximum HP. The shop item list must contain exactly these items: Rusty Sword (free, starting melee weapon); Katana (50, stronger/wider melee); Flintlock (00, ranged weapon); Bandana (20, HP accessory); and Flame Fruit ($300, Q fireball fruit). Allow one equipped weapon, one accessory, and one fruit. Buying an item marks it owned and auto-equips it if that slot is empty; owned items can be equipped later, and accessory/fruit slots can be unequipped. Include a Reset Save button that restores the default loadout and progression. The shop opens only when the player is within about 4 units of the NPC by pressing E, pauses player movement/combat interaction while open, and can close with its Close button, E, or Escape. Enemies treat roughly 5 units around the shop as a safe area. Overlay a compact dark translucent HUD along the top-left/top of the screen with pill-shaped labels for HP, Level, Money, and Equipped; display the currently equipped names joined together (for example “Rusty Sword + Flame Fruit + Bandana”). Under it, show a persistent help line: “WASD move • Hold Right Mouse to look • Left click attack • Q fruit power • Shift dash • E shop • R restart”. When near the NPC, show “Press E to open the Dock Shop.” Use temporary centered/top banners for messages such as insufficient money, shop-distance warnings, level-up, save reset, and “You got dropped. Press R to respawn.” Build the Dock Shop as a dark modal card with a header, Close button, money and owned-count pills, a grid of item cards showing each item’s name, category, price, description, and Buy/Equip/Equipped controls, plus a Reset Save button and a small local-save tip. Use simple synthesized arcade tones for attacks, hits, purchases, dash, level-up, and damage if audio is available. Keep the world and UI uncluttered, with simple geometric modeling, muted natural island colors, red camp accents, and the dark navy presentation visible in the reference screenshot.More free browser games