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Blob Arsenal

  • 3d
  • top-down
  • arena-survival
  • wave-defense
  • action
  • loot
  • shooter
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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blob Arsenal yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Blob Arsenal was built by zdixon321 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 Blob Arsenal 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 Blob Arsenal

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 playable 3D top-down arena survival game titled “Blob Arsenal.” Use Three.js or an equivalent real-time 3D engine with a perspective camera positioned high above and slightly behind the center (roughly at (0,31,24), looking at the origin), so the player and circular arena are visible from an elevated angle. Render at a dark sci-fi/nighttime aesthetic: near-black blue background with fog, a dim navy circular floor about 21 units in radius, subtle concentric range rings every 4 units, 16 faint radial guide lines, and a raised dark torus-like outer wall. Use soft cool ambient light and a strong directional light with shadows.

The core loop is endless wave-based survival. The player starts at the arena center with 100 HP and only a Common Rogue Twain “Busted Wooden Plank” melee weapon equipped; ranged and healing slots are empty. A wave begins automatically. Normal waves spawn 3 + wave number*2 colored blob enemies around the arena edge. Every fifth wave instead spawns one large black boss. When all enemies are defeated, wait about 2.2 seconds and begin the next wave. Show a center-screen announcement such as “WAVE 1” or “BLACK BOSS BATTLE.” Keep enemies and the player inside the circular boundary.

Represent the player as a small glossy cyan/light-blue capsule/blob with a white conical nose pointing in the current movement direction. Movement is with WASD or arrow keys; normalize diagonal movement, move at about 10.5 units/second, and have the firing direction follow the direction currently moving. The player can also use touch-style virtual controls on narrow screens: a left movement pad, right aim pad, and Gun/Melee/Heal buttons (the core keyboard behavior must work). The player has a brief invulnerability window after taking damage. Press J to use the ranged slot, K or Space to use the melee slot, and L to use the healing slot. A mouse click also triggers melee, but do not invent mouse aiming: the implemented combat direction follows movement.

Enemies are simple glossy, slightly squashed, pulsing spherical blobs with distinct emissive colors and behaviors:
- Red rushers: red, fast melee blobs, about 24 + 4*wave HP, speed about 4.35, contact damage 9.
- Green splitters: bright green, slower blobs with about 34 + 5*wave HP; on death they normally spawn two smaller red blobs, but corrosive hits temporarily disable splitting.
- Yellow heavies: large yellow tanky melee blobs with about 115 + 16*wave HP, slow speed, and 18 contact damage.
- Blue ranged blobs: blue enemies with about 50 + 6*wave HP that maintain distance and fire blue projectiles at the player.
- Black bosses: very large black blobs with red-ish emissive shading, about 620 + 80*wave HP, ranged attacks, high contact damage, and boss status. Bosses appear on every fifth wave and always drop five items on death.
Enemies should chase or position relative to the player, pulse subtly, collide by damaging on contact, and ranged blue/black enemies should shoot visible blue enemy projectiles. Display the number of living blobs and show a red “BOSS BATTLE” HUD label while a black boss exists.

The melee starter plank is weak (8 damage), has a short swing cooldown, limited range and arc, and has no blocking. Other melee weapons include a slow, very strong Rogue Twain Hammer (brief blocking/invulnerability during its swing) and a fast Gradian Razor Pair with a three-step combo whose damage increases across the combo. Show a short expanding ring effect when swinging. Healing items consume their cooldown when used: NinjOX Quick Patch heals 26 with a shorter 6.5 second cooldown; Archon Sun Capsule heals 55, damages nearby enemies in a radius, and has a 14 second cooldown, with a larger healing/AOE ring effect.

Build a dropped-item system. Enemies have roughly a 30% chance to drop a rotating glowing low-poly icosahedron pickup at their death position. The pickup’s material color communicates rarity: Common grey, Uncommon green, Rare blue, Epic light cyan, Legendary orange, Mythical yellow, Elite purple. Drops never auto-equip. If the player is within about 1.65 units of a drop, show a bordered item card below the HP HUD with rarity, item name, manufacturer/type, description, and “E equip · R stash.” Press E near a drop to equip it into the matching slot (ranged, melee, or healing); the replaced equipped item goes into inventory. Press R to stash the nearby drop in inventory. Press I to toggle an inventory panel; select items with [ and ] or click, then press E to equip the selected item. Boss loot is always five drops with at least one Legendary; implement the higher-tier boss distribution as Legendary/Mythical/Elite weighted toward Legendary.

Include these actual ranged weapons and mechanics: VLADOX Boom Repeater (magazine, reload, and a damaging explosion in front of the player whenever reloading); MadX Eclipse Rifle (slow shots, 10% chance for 5x critical damage with a black screen flash and “MADX CRIT” message); Ferial Firebrand (incendiary, extra strength against yellow heavies and a 15 DPS burn); Ferial Cryo Needle (cryogenic, extra strength against blue ranged enemies and slows them); Ferial Acid Rain (acidic, extra strength against red rushers and a longer 10 DPS acid damage-over-time effect); Ferial Corrosion Spitter (corrosive, extra strength against green splitters and disables their splitting); and Reverse Labs “The Bullet Reverse Vacuum,” an infinite-ammo shotgun firing five projectiles in a spread cone, with a very fast rate that increases while fired consecutively and gradually cools when not fired. Give weapons magazines, reload timers, projectile travel, hit detection, and visible colored bullets/effects. Rarity modifies damage, healing, magazine capacity, cooldowns, and fire rate as appropriate.

Implement the two exact typed easter eggs: typing VLADOX351 grants an Elite VLADOX-351 Devastator in the ranged slot, a high-damage full-auto weapon with an 80-round magazine, very fast fire rate, fast reload, and VLADOX reload blast; typing JAKOBI246 grants the Special JAKOBI-246 Final Word, a one-round magazine with a 2-second reload and enough damage to one-shot every enemy. Kills by the JAKOBI weapon make item drops, when they occur, high-tier only (Legendary, Mythical, or Elite). Replacing an existing ranged weapon should stash it in inventory.

Create a fixed HUD over the canvas with translucent dark panels: top-left HP text and a green/yellow/red HP bar, Kills and Scrap; top-center Wave number, living blob count, and boss warning; top-right controls reminder. Along the bottom-left show three loadout cards labeled J Ranged, K Melee, and L Heal, with active-slot highlight, rarity-colored borders, item manufacturer/type, status such as ammo/reloading, cooldown, combo, or healing readiness, descriptions, and progress meters. Show a dark inventory panel at upper right when open, a center announcement message, and a black full-screen flash for MadX critical hits/easter-egg unlocks. Scrap is earned from kills (enemy XP plus extra boss scrap) and should be displayed, but there is no shop or currency-spending system. On death, display “GAME OVER — PRESS SPACE” and allow Space/Enter or the game’s use action to restart, resetting wave, kills, scrap, inventory, player HP, and the starter loadout.

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