Arcade › BISHESH MOBA
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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 portrait-oriented mobile 3D MOBA called “BISHESH MOBA,” built as a playable browser game. Use a dark navy interface with a bright yellow-gold accent, rounded panels and buttons, and a stylized low-poly 3D battlefield. The game should open on a full-screen main menu over the dimmed game scene. Center a dark blue rounded panel with the large yellow title “BISHESH MOBA,” subtitle “Play. Fight. Master.”, and four stacked/arranged pill buttons: “CLASSIC 5v5,” “RANKED 5v5,” “BOT MATCH,” and “PRACTICE ARENA.” Show a muted guest/gold footer such as “Guest #4721 • 12,400 Gold.” Selecting any mode opens a “Choose Your Hero” panel with two selectable free heroes: Agnor, a Fighter for Top/Jungle with Easy difficulty and a description about being an Iron Vanguard melee brawler who dashes into fights; and Veyra, a Mage for Mid with Medium difficulty and a description about a ranged storm caster who controls the battlefield with lightning and slows. Then provide a START MATCH button. The selected mode only changes the match label; use the same bot-match gameplay for all modes. The match is a top-down/angled third-person MOBA viewed in portrait perspective. Use a large rectangular Shattered Spire map, approximately 92 units wide by 110 deep, with the player blue base at the bottom/south and the red enemy base at the top/north. The camera follows the player from a high, angled position behind them, with a short forward-looking portrait view. The terrain is dark green, with three subtle vertical lanes at x=-19, x=0, and x=19, a blue translucent river/central strategic area around the middle, scattered gray rocks, bushes, trees, and fog/dark atmospheric lighting. Put three blue defensive towers near the blue side and three red towers near the red side, one per lane, plus a large blue core at the south end and red core at the north end. Towers should be tall stylized low-poly building/tower models; cores can be large colored six-sided cylindrical structures. Blue units face north and red units face south. At match start spawn the selected hero near the blue core. Use a low-poly fantasy Warrior model for Agnor and a low-poly fantasy Mage model for Veyra. Spawn three friendly hero bots around the blue base and four enemy hero bots around the red base, using Agnor/Veyra models, distributed across the three lanes. Spawn blue and red soldier minions in each lane; periodically create additional waves roughly every 14 seconds. Minions march along their lane toward the opposing base, attack nearby opposing units, heroes, minions, and towers, and disappear when they reach the opposite end. Bots use simple lane AI: move toward the opposing side or nearby targets, attack when in range, and occasionally use an area ability. Towers automatically fire projectiles at opposing heroes or minions in range. The match ends with a VICTORY overlay when the red core is destroyed or a DEFEAT overlay when the blue core is destroyed. Implement direct mobile controls. At the bottom left place a translucent circular virtual joystick with a white center knob. Dragging it moves the player in forward/back and strafe directions; clamp the player to the map bounds and rotate the hero toward movement. Also allow a short tap on the game view to move briefly toward the tapped area. Along the bottom center/right place round action controls: an orange/yellow-bordered “ATK” button, three blue-bordered skill buttons labeled “Q Dash,” “W Spin,” and “E Slash,” a pink/red-bordered “R ULT” button, and a green-bordered “Recall” button. Buttons should visibly press/scale down on touch. ATK has a short attack cooldown and automatically targets the nearest opposing hero/minion in range, firing a small yellow projectile. Recall instantly returns the player near the blue base, restores some HP and mana, and displays a green ring effect. Agnor’s abilities should be melee fighter actions: Q Dash moves forward about 11 units and damages nearby enemies; W Spin damages enemies in a radius and creates several orange particles; E Ground Slam damages nearby enemies; R Charge moves forward farther, damages a larger area, and creates a bright pink/red ultimate effect. Veyra’s corresponding abilities should be ranged mage actions: Q Lightning Bolt fires a blue magic projectile at the nearest enemy in range; W Slow Zone creates a translucent blue circular field and slows enemies caught in it; E Arc fires another targeted blue projectile; R Storm repeatedly fires several lightning-like projectiles at nearby enemies while showing the ultimate effect. Use cooldowns approximately Q 4.2 seconds, W 5.8 seconds, E 7.1 seconds, and R 12.5 seconds. Include small colored sphere projectiles, rings, flashes, and floating yellow damage numbers for combat feedback. Heroes and minions should use simple idle/walk/attack animations when available. Place a top HUD over the game. At top left show a dark translucent status badge reading “BISHESH MOBA • [MODE] • 5v5,” with a green HP bar and blue mana bar beneath it, followed by “Lv 1” and a gold counter ending in “G.” At top right show a small square 92x92 minimap with dark blue background, three lane lines, a blue player marker, and blue/red base markers; tapping the minimap opens the item shop. Health regenerates gradually, mana regenerates gradually, kills grant gold and XP, and XP can level the hero up, increasing max HP, max mana, attack, and magic power. Track K/D/A, level, gold, and XP. Implement the item shop as a dark rounded overlay listing six items with costs and stat descriptions: Iron Blade (+18 Attack, 1200G), Storm Orb (+22 Magic Power, 1350G), Stone Guard (+35 Defense, 1100G), Swift Boots (+12% Move Speed, 950G), Life Crystal (+120 HP, 1250G), and Void Relic (+8% CDR + Vision, 1500G). Clicking an affordable item spends gold, applies its stats, and disables that item entry. Include a small circular 😂 emote button near the lower right after the match starts; it triggers an “OI RANDIBAN! 😂” speech bubble, a yellow star effect, and a brief bouncing hero animation. When the match ends, show a dark overlay with green “VICTORY” or red “DEFEAT,” K/D/A, final gold, level, XP earned, mastery points, and a “RETURN TO MENU” button. Preserve earned gold/level through browser local storage, starting with the guest-style gold display and a basic initial gold value around 240 for gameplay. Keep the overall style dark, compact, touch-friendly, colorful, and arcade-like, with no unshown systems or extra gameplay modes beyond these menu choices and mechanics.