Arcade › Bio Quest
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hiruni Rupasinghe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bio Quest yet. Play it, then tell Hiruni Rupasinghe what you would add next.
Bio Quest was built by Hiruni Rupasinghe 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 Bio Quest 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 top-down action/quest game titled "Bio Quest" (the UI may use the longer title "Bio-Quest Chronicles"). Use Three.js or an equivalent WebGL engine with a dark blue-green tissue interior setting: a large flat teal tissue floor bounded by a glowing turquoise circular membrane ring, subtle fog, cool hemisphere lighting, a bright directional key light, and a slowly moving magenta pulse light. Scatter rounded dark teal tissue-fold blobs around the circular perimeter. The camera is a third-person top-down perspective that follows the player, with a compact microbe avatar centered in play. The player controls a living microbe in a short mission. Begin at the south side of the circular tissue area and guide the avatar north-west to the glowing pink "Mucus Marsh" zone. Then collect three rotating, floating golden nutrient crystals located inside that zone. After all three are collected, travel across the arena to the glowing mint "Membrane Gate" zone on the east/south-east side and finish the quest by entering it. A purple "Nucleus Grove" zone is also visible toward the north as a safe research station, but it is not required for completion. Connect the three zone areas with thin glowing mint route lines. Use three selectable player microbes, switching with keyboard keys 1, 2, and 3: textured/rigged Bacteria with the ability "Biofilm Burst," textured/rigged Amoeba with "Dissolve Pulse," and textured/rigged Virus with "Infiltrate." Load the provided rigged animated GLB models when available, scale them as compact stylized creatures, enable shadows, and play an animation clip whose name contains "bandana" if present. The player starts as Bacteria. Also spawn two following companions: an Amoeba Medic on the player's left/rear and a Virus Scout on the right/rear, with smaller versions of the models. The Medic periodically restores one lost Integrity every eight seconds. The party roles shown in the interface are Protector, Medic, and Scout. The arena periodically generates up to four hostile immune hazards as expanding pink/red ring pulses at random positions after the opening seconds. If a pulse reaches the player while they are not invulnerable, reduce Integrity by one and remove that pulse. Start with Integrity 3; reaching zero ends the quest in failure. Bacteria or a Protector companion has a chance to negate a pulse. Give the player a brief initial invulnerability period and brief invulnerability after damage or abilities. The Space bar performs a directional dash of about 2.4 world units, with a roughly 2.3-second cooldown and short invulnerability; use current movement direction, or dash forward if stationary. Keep the player within the square bounds of the tissue arena. Implement abilities on Q with cooldowns: Bacteria restores one Integrity if below maximum, then has an 8-second cooldown; Amoeba clears all active immune pulse hazards and has a 6-second cooldown; Virus teleports/warps toward the current objective (the first zone, the membrane gate, or the next visible sample/central station depending on quest stage), then has a 10-second cooldown. Do not allow abilities after the game ends. The mission has three stages: reach the first tissue zone, collect samples 0/3, and reach the membrane gate; on success show a centered overlay saying the quest is complete and explaining that the player charted a safe route, gathered samples, and returned to the gate. On failure show a centered quest-failed overlay explaining that too many immune pulses reached the player and suggesting switching microbes and using dash. Include a button to restart the quest, resetting samples, Integrity, position, cooldowns, hazards, and objective state. Build a polished HUD over the scene. In the upper-left, use a translucent dark navy rounded panel with cyan border accents and the uppercase title "BIO-QUEST CHRONICLES," a large current objective, a smaller contextual instruction, status text such as "Samples 0 / 3 · Integrity 3," the current ability and its cooldown, team status, an "Open command wheel · C" button, role chips for Protector, Medic, and Scout, and a cyan-to-lime horizontal progress bar. In the upper-right display a purple translucent badge such as "Microbe: Bacteria · 1/3." Along the bottom center show controls: "WASD / arrows explore · Space dash · Q ability · 1 Bacteria · 2 Amoeba · 3 Virus." Movement should support WASD/arrow keys through a top-down follow controller. Add a command wheel/popup opened by C or the HUD button, positioned at lower-right, with dark translucent styling and three buttons: "Guard this route," "Medic, stabilize us," and "Scout the next zone." Guard updates the team status and communicates that immune pulses are easier to survive; Heal immediately restores one Integrity when possible and briefly grants invulnerability; Scout updates the detail text to say the Scout marks the next zone. Keep the visual style clean, colorful, sci-fi/microscopic, and game-like: glowing cyan, pink, purple, mint and gold accents against a dark navy background, rounded glass-like HUD panels, animated crystals and model animations, soft shadows, and atmospheric fog. Use the supplied microbe GLB assets and available texture assets for the stylized character appearance; do not add unrelated enemies, weapons, levels, or mechanics.