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Beyblade Creator X

  • 3d
  • mobile
  • arcade
  • spinning-top
  • creator
  • battle
  • sandbox
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abrien Cunningham built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Beyblade Creator X yet. Play it, then tell Abrien Cunningham what you would add next.

Make your own game

Beyblade Creator X was built by Abrien Cunningham 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 Beyblade Creator X 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.

Read the build brief for Beyblade Creator X

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 a mobile-first web game titled “Beyblade Creator X,” an original spinning-top creator and 3D stadium battler (use original archetypes and assets, not an official roster). The presentation is a dark futuristic arena behind a glassy HUD: deep navy/black background, cyan and violet accents, translucent rounded panels, white text, muted blue-gray helper text, glowing progress bars, and responsive desktop/mobile layout. The main 3D scene should be visible behind the UI with a slow cinematic camera orbit when idle: a large dark blue circular bowl stadium with a raised glowing cyan circular rail around its edge, concentric blue floor rings, a pale blue center glow, and a very dark surrounding floor. Place simple stylized low-poly cream/wood-colored columns and banner/trim pieces around the arena perimeter. Use directional and hemisphere lighting, shadows, metallic materials, mild fog, and an elevated perspective looking down into the stadium. The spinner preview floats in the center and rotates slowly when no battle is active.

Build four workflow tabs in a left-side scrollable HUD panel: Forge, Builder, Inventory, and Battle. At the top show the title, subtitle “Forge original X-style tops, save them, then test them in the stadium,” and chips for Coins, XP, and Rank. A separate lower-right battle HUD shows a versus layout with player and enemy names, colored health meters, a VS chip, battle log, result/mode chip, and announcer messages.

Forge tab: label it “AI Forge.” Include a dream-prompt textarea with a placeholder such as “A white panther layer with icy blue claws and silver armor.” Include a square touch/mouse drawing canvas labeled Draw pad and a Clear button. The pad starts as a pale circular arena guide with radial guide lines; drawing uses a thick dark stroke and mirrors every stroke through four quarter-turn rotations plus horizontal mirroring to create radial symmetry. Beside it place a square “Polished layer” canvas and a flavor label. Add “Generate layer” and “Load starter design” buttons. Generation is procedural and local: sample radial distances from the drawing, create a 96-point circular radial profile with 3–6 sectors, apply symmetry and sinusoidal variation, detect motifs from prompt keywords (panther, dragon, knight, shark, phoenix/fire, wolf, lion, wizard/staff), otherwise choose deterministically, and choose a palette from prompt words (ice/blue/silver/storm, fire/red/ember, dark/shadow/void/purple, gold/sun/lion, green/forest/venom) or the selected palette. Suggest names from the first prompt words plus “X,” or names such as Frost Panther X, Nova Dragon X, Iron Knight X, Solar Phoenix X, Abyss Wolf X, Storm Lion X, Rune Wizard X, etc. Render a polished top-down layer preview on canvas: bright radial gradient background, two irregular metallic radial rings, glossy highlights, a central circular core with a motif glyph, and repeated angular claw/wing-like sectors. Show generated motif and sector count plus auto-generated Attack, Defense, Stamina, and Balance stat cards with numeric values and horizontal bars.

Builder tab: provide editable fields for Blade name, Type (Attack, Defense, Stamina, Balance), Ratchet (1-60, 3-60, 4-70, 5-80), Bit (Rush, Taper, Ball, Needle, Accel), Weight class (Light, Medium, Heavy), Palette (Icy Silver, Crimson Ember, Void Nova, Storm Fang, Solar Gold, Verdant Claw), Description, and Folder. Include Save new Beyblade, Update selected, and Toggle favorite actions. Recalculate stats immediately from the procedural design plus selected parts. Ratchet modifiers: 1-60 strongly favors attack, 3-60 modestly adds defense/stamina, 4-70 strongly adds defense, 5-80 adds stamina. Bit modifiers: Rush attack/speed, Taper defense/stamina, Ball defense, Needle stamina, Accel attack/speed. Weight modifiers make Light weaker, Medium moderate, Heavy heavier and stronger. Clamp stats to sensible ranges around 20–95 and calculate Weight separately; show Attack, Defense, Stamina, Balance, and Weight cards.

Inventory tab: persist saved creations locally in browser storage. Show saved count, a filter by name or folder, a textarea for a local share code, and an Import share code button. Render cards with the preview thumbnail, favorite star, name, type, ratchet/bit/weight/folder metadata, description, and buttons Select, Duplicate, Favorite/Unfavorite, Share code, and Delete. Sharing should serialize the design locally into a base64-like code and copy it if clipboard is available; importing creates a new local ID. Save gives a small coin and XP reward. Include local progression with coins, XP, rank, and missions: Forge 1 new layer, Win 2 battle matches, Favorite 3 Beyblades, each with coin rewards and progress indicators.

Battle tab: include Practice and Battle mode buttons. Practice ignores wins/losses and launches against a Practice Dummy; Battle launches against one of six original rival archetypes in a dropdown: Comet Saber (fast rail-rider attack), Oracle Rod (stamina), Reaper Edge (high burst attack), Wing Phoenix (balance), Lion Aegis (defense), and Dragoon Cobalt (balance). Do not use trademarked official characters or assets. Add opponent selector, launch power range 45–100, launch angle range 0–360, and bit tuning range -15 to 15, plus Launch, Reset stadium, and Music on/off buttons. Explain that Battle mode pays coins and XP while Practice is for testing.

On Launch, create two custom 3D spinning-top meshes from the selected/generated profile. Each top should be a radial extruded irregular layer with bevels, a metallic colored outer torus/ring, a darker metallic cylindrical body, a tapered cone-like bit underneath, and a bright central core. Use the design palette and preview texture. Spawn tops on opposite sides of the stadium according to launch angle; player and enemy spin in opposite directions. Simulate physics-lite motion in the horizontal plane: initial tangential velocity based on power, bit speed, and stats; inward stadium attraction/balance; tangential rail boost when near the glowing rail; stamina drain based on stamina and radial position; and a battle AI that chases or behaves differently by enemy type. Attack types should be aggressive and rail-oriented, defense types should hold center/chase weakly, and balance types should combine chase and orbit movement. Tops have 100 health, spin energy, collision radius based partly on weight, and can be knocked out by leaving the arena. Resolve collisions with elastic impulse, separation, impact damage reduced by defense, spin loss, visible impact spark/ring effects, metal collision sound, and battle log messages such as “X and Y clash at N impact.” Include burst-style health/impact presentation through the health meters, but keep the implementation physics-lite. End the match when a top is knocked out, health reaches zero, or spin energy falls below a small threshold; announce winner/result, award Battle-mode coins/XP for wins, and allow Reset stadium. Play launch sound, forge sound, collision sound, and optional looping music, unlocking audio after user interaction.

Use touch and mouse input throughout, including pointer drawing on the forge canvas and large tap-friendly controls. Keep all generation, inventory, share codes, progression, and combat local/in-browser with no backend. Ensure the UI remains usable on narrow mobile screens: stack panels and controls at small widths, while on desktop retain the left rail over the 3D stadium and the battle HUD in the lower right.

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