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Blast Yard

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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. XZHAYVION SANNER built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blast Yard yet. Play it, then tell XZHAYVION SANNER what you would add next.

Make your own game

Blast Yard was built by XZHAYVION SANNER 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 Blast Yard 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 Blast Yard

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 compact playable 3D arena shooter titled “Blast Yard” using Three.js. Render a full-screen canvas with a dark navy-black background and fog, and a large square low-poly arena: a dark rough floor covered by a glowing blue perspective grid, enclosed by four simple dark blue-gray walls. Use a third-person over-the-shoulder camera positioned above and behind the player, looking toward the player and the arena ahead. The player is a small light-cyan/blue capsule character standing at the center of the arena, casting a shadow. Keep a white glowing crosshair fixed at the center of the screen.

The goal is to survive as long as possible while destroying incoming enemies. Begin with Health 100, Score 0, and Wave 1. Enemies are faceted pink/red low-poly icosahedron drones that spawn at the arena edges, hover and wobble slightly, rotate as they move, and chase the player across the floor. Spawn up to 4 + (wave × 2) enemies, with spawn intervals becoming shorter on later waves. Enemy movement speed is approximately 2–3 plus 0.18 per wave; enemies have 1 health initially and gain another health point every four waves. When an enemy gets within about 1.5 units, it damages the player for 8 health every 0.7 seconds. When health reaches zero, stop gameplay, release pointer lock, and show “You were overrun. Press R to restart.” Press R to reset the arena, player, health, score, wave, and active objects.

Use WASD for movement relative to the player’s yaw, with smooth stopping and arena-bound clamping. Holding Shift multiplies movement speed by 1.6. Clicking the arena first requests pointer lock and begins play; while pointer-locked, mouse horizontal movement aims/rotates the player and mouse position is used to aim at a horizontal plane through the arena. Left click fires energy projectiles toward the aim point, with a 0.14 second cooldown. Projectiles are small glowing warm yellow spheres moving quickly forward, expire after about 1.2 seconds or at the arena bounds, and deal one damage to an enemy on contact. Destroying an enemy gives 10 points. Each kill produces brief yellow and pink particle sparks and a small warm muzzle flash/light when firing. Every 80 points, increase the wave by one and show a message such as “Wave 2 — they’re getting faster.”

Destroyed enemies have about a 28% chance to drop a bright green torus pickup at their position. The pickup floats and rotates, lasts 10 seconds, and heals 18 health when the player comes within about 1.4 units, capped at 100; show green spark particles on collection. Include short lightweight synth-like sounds for shooting, hits, and taking damage if available. Implement pause behavior tied to pointer lock: Escape pauses and displays “Paused. Click the arena to jump back in.” Losing pointer lock while alive pauses and displays “Aim unlocked. Click the arena to keep fighting.” Clicking again resumes and displays “Locked in. Keep moving.”

The visual style should be clean, sparse, and low-poly: dark blue-black environment, blue grid lines and cool ambient lighting, cyan player, pink/red glowing faceted enemies, yellow-orange projectiles and muzzle flashes, green health pickups, subtle shadows, bloom-like emissive materials, and fog. Overlay a minimalist HUD at the top-left with three translucent rounded dark panels labeled HEALTH, SCORE, and WAVE, showing large numeric values; place a translucent pill-shaped instruction/status message centered along the bottom. Start with the bottom message: “Click the arena to lock in. WASD to move. Mouse to aim. Left click to shoot.”

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