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Arcade › Beat the Dummy
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Meidad G built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Beat the Dummy yet. Play it, then tell Meidad G what you would add next.
Beat the Dummy was built by Meidad G 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 Beat the Dummy 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 first-person 3D sandbox game titled “Beat the Dummy.” Use Three.js-style real-time 3D rendering with a perspective camera in a small dark room. The camera is positioned around eye height at the front of the room, looking toward a central dummy, and subtly turns with mouse movement: horizontal mouse aim changes camera yaw slightly and vertical aim changes pitch slightly. Put a small white circular center dot/crosshair at the center of the screen. Show the currently selected tool as a simple 3D viewmodel at the lower-right of the camera view, with a gentle recoil or swing animation when used. The environment is a simple enclosed room: a large dark navy floor, a back wall and left/right side walls, soft ambient blue lighting, a white directional key light with shadows, and a red/pink rim light from the left/back. Add two subtle glowing neon floor strips, one blue and one pink, near the rear corners. Use very dark blue-black materials, fog, soft shadows, and restrained neon blue/pink accents. At the center is a boss training dummy made from a capsule-like dark blue torso, a large beige/tan spherical head, and a short dark cylindrical pedestal/base. The head has a procedural angry face texture clearly visible from the front: two black narrowed eyes, sharply angled dark eyebrows, a curved dark red mouth, and two reddish scars. Add a small glowing pink/red circular target on the dummy’s chest. The dummy should be physically reactive without a full physics engine: hits apply velocity and angular spin, gravity makes it bounce, damping makes it settle, collisions keep it inside the room boundaries, and a weak spring pulls it back toward the center. Make the head wobble based on movement and spin. Core loop: the player aims with the mouse and holds the left mouse button to use the selected tool against the dummy. Successful hits award coins and increase the dummy’s Rage meter. When Rage reaches 100%, hide the dummy, spawn a short-lived burst of white, blue, and pink spherical puffs, play a break sound, award 25 coins, and automatically respawn/reset the dummy after about one second. There is no win or lose state; it is an endless stress-relief sandbox. Press R at any time to reset the dummy, restore it to the center, clear its movement/spin, restore it as alive, and set Rage to zero. Implement six selectable tools, switched with number keys 1 through 6, but only allow selection when the player has enough coins. Start with Fist selected and zero coins. Tool behavior and progression: 1. Fist, unlocked at 0 coins: rapid melee swings, low knockback, 2 coins per hit and about 6 Rage per hit. 2. Bat, unlocked at 50 coins: medium-speed melee swing with stronger knockback, 4 coins and about 7 Rage per hit. 3. Hammer, unlocked at 150 coins: slower heavy melee swing with high knockback, 6 coins and about 8 Rage per hit. 4. Pistol, unlocked at 120 coins: rapid-fire projectile shots while left mouse is held, with small glowing bullets, slight spread, moderate knockback, 3 coins and about 5 Rage per hit. 5. Grenade, unlocked at 200 coins: repeatedly throw spherical grenades while held, with an upward arc, gravity, floor/wall bouncing, a roughly one-second fuse, and a radial explosion that emits white/blue/pink puffs and applies distance-falloff knockback; a successful blast gives up to 12 coins and 24 Rage. 6. Mine, unlocked at 320 coins: repeatedly place small flat mines on the floor in the aimed area in front of the player, clamped to the room floor/bounds. Mines arm shortly after placement, pulse with pink emissive light, and detonate when the dummy comes within about 1.2 world units; the blast uses a larger radius and gives up to 16 coins and 28 Rage. Use simple procedural geometric meshes for every tool: a beige sphere for the fist; a brown horizontal bat; a brown-handled metal hammer; a dark blocky pistol with body, barrel, and grip; a greenish grenade sphere; and a dark flat cylindrical mine with pink emissive glow. Melee tools should only register contact during the active portion of their swing, while ranged tools should create visible projectiles or placed objects. Add hit puffs around impacts and short-lived explosive puffs. Add audio initialized after user interaction: deep membrane/thump sounds for hits, a short high blip for pistol shots, a low boom for explosions, and a metallic break sound when Rage fills. Include a M key and HUD button to mute/unmute audio. Create a screen-space HUD in the upper-left, styled as translucent dark navy rounded pills with subtle blue borders and light text. It must show “Tool: [current tool]”, “Coins: [number]”, and a clickable “Mute: Off/On” button. Beneath it show a labeled Rage bar with a blue-to-pink gradient fill and a numeric percentage from 0% to 100%. Show help text: “Mouse aim • Hold LMB use • 1-6 tools • R reset • M mute”, plus a dynamic unlock hint such as “Unlock Bat at 50 coins.” or “All tools unlocked. Keep going.” Keep the rest of the screen unobstructed so the player can see the dark room, dummy, projectiles, effects, and lower-right tool viewmodel.