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Arcade › Belly Blast
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Luke Bruner 1 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Belly Blast yet. Play it, then tell Luke Bruner 1 what you would add next.
Belly Blast was built by Luke Bruner 1 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 Belly Blast 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.
Rebuild a playable 3D top-down arcade game titled “Belly Blast.” Use a perspective follow camera above and behind the player, looking down into a circular arena. The world is an original purple fruit-stomach/belly interior: a flat circular purple floor with a thick dark-purple rounded boundary rim, scattered tiny dark and lavender seed-like bumps, and several decorative pink-purple curved intestine tubes lying around the floor. At the far/north edge is a golden rounded mouth exit with a dark opening and a row of small cream-colored teeth. Use bright, glossy, whimsical low-poly/cute visuals with soft shadows, warm yellow lighting, purple fog/background, and no real-world brand logos or copyrighted mascot likenesses. The player is a small golden-yellow capsule-like character near the south side of the arena, carrying a short pale-gold blaster nozzle pointed in the current movement/aim direction. Move with WASD or arrow keys on desktop. On mobile, provide a large translucent circular joystick at bottom-left and a large round yellow-orange BLAST button at bottom-right. Also allow pointer/touch aiming on the game surface; the player’s last movement/aim direction determines firing direction. Press Space or tap BLAST to fire, with a short cooldown of about 0.28 seconds. Each shot is a small glowing golden projectile that travels forward quickly, expands slightly, leaves a few spark particles, and expires after roughly a second or on impact. Count every shot fired in the HUD. Place exactly seven rectangular semi-transparent purple/pink goo or mucus walls around the arena in a maze-like arrangement, including walls in the central and upper portions. Each wall requires two projectile hits: after the first hit it becomes more transparent, and after the second it disappears with purple particle effects. The player cannot move through living walls, and enemies also steer around them. When all 7 walls are destroyed, unlock the mouth exit and change the goal indicator to “MOUTH OPEN.” Shots can also destroy hostile mascots on contact, removing them with red particle effects. Spawn seven wandering hostile cute burger-themed mascot monsters around the arena, using alternating cute ghost and demon-style low-poly animated models where available, with simple fallback rounded red mascot bodies and tiny gold crown-like tops. Give them slow wandering movement; when the player is within about 7.5 world units they pursue the player, while avoiding the goo walls. If a monster touches the player, subtract one heart and grant about 1.25 seconds of invulnerability with a flashing player effect. Start with 3 hearts. The player can blast enemies, but otherwise must dodge them. Keep the monsters visually distinct from the safe guide. Place one friendly guide near the mouth, on the right side of the exit approach (around x=3.4, z=-10.5 relative to the arena), represented by a simple cute humanoid/cube-world character with a white/yellow body and conspicuous bright red hair. It is safe to touch, not an enemy. If the player touches it before the exit is open, display a message explaining that all goo walls must still be blasted. Once the exit opens, touching the guide displays an encouragement such as “Guide says: go! The mouth tunnel is safe now.” The actual win condition is reaching the open mouth opening at the far edge (player z less than about -12.35 and within about 2.7 units of the center horizontally); then freeze gameplay and show an escape message. The guide touch is a narrative interaction and should not be required for the win check, matching the implementation. Use collision boundaries to keep the player and enemies inside a radius of about 13.2, while allowing the mouth approach at the north edge. Start the player at the south side around (0,0,9.5). Reset/restart should restore 3 hearts, zero blasts, all seven walls with two hit points, all enemies active at their starting positions, the locked exit, and the player’s starting position. Create a fixed overlay HUD matching the bright game view: three dark translucent pill-shaped panels with gold outlines across the top reading “HEARTS 3,” “BLASTS 0,” and “0/7 WALLS” initially. Update the values live; after all walls are gone show “MOUTH OPEN,” and after winning show “ESCAPED.” Beneath them show a centered translucent purple instruction/message panel with bold white text. Initial guidance should explain: blast the purple fruit-stomach walls, dodge the burger mascots, and that the red-haired clown guide is safe. Also show a small desktop hint: “WASD / arrows move · Space / tap BLAST fires · Touch joystick works on phones.” On death, show an explanatory message and a visible Restart button; show Restart after winning as well. Use the original game’s large, readable, rounded/system UI styling, with white text, gold borders, dark purple translucent backgrounds, and responsive safe-area positioning for phones. Include laser-like digital audio for firing if audio is available, but keep the game fully playable without it.