Arcade › Blood Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Efe Akharman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blood Circuit yet. Play it, then tell Efe Akharman what you would add next.
Blood Circuit was built by Efe Akharman 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 Blood Circuit 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.
Recreate "Blood Circuit" as a dark first-person 3D arena shooter called "HELLRUN // SOLO COMBAT TRIAL." Use Three.js-style rendering with a first-person perspective camera, very dark near-black red environment, fog, dramatic red/orange lighting, soft shadows, and a strong industrial foundry atmosphere. The playable arena is a large rectangular enclosed room with a dark metal floor, tall dark walls, glowing red accents, evenly spaced thin foundry pillars, and several raised catwalk/platform pieces along the sides. Start the player near the front of the arena, facing deeper into it; use mouse look and WASD movement, with jumping on SPACE. Support Q for a forward dash with a cooldown, left mouse button to fire, number keys 1/2/3 to select weapons, and R to restart after death. The control setup should be desktop-first and may include the control rig's touch joystick support as indicated by the menu. The core loop is to fight a repeating wave of monsters. Once all current enemies are defeated and a short delay has elapsed, spawn the next wave. Each wave consists of four ground demons placed around the arena, two flying demons hovering at different heights, and one larger boss demon at the far end. Ground and boss enemies pursue the player when within roughly arena range, turn toward the player, and damage the player on contact range; flying demons hover sinusoidally while pursuing. Regular demons take 2 damage hits, the large boss takes 7, and the player starts with HP 100. Show a red vignette damage flash when hurt. If HP reaches zero, stop play, show the menu again with the message "YOU WERE DISSOLVED // TRY AGAIN" and change the start button to "RESTART RUN." Implement three weapons selectable with 1/2/3 or the menu weapon button: SHOTGUN (rapid .25-second fire cooldown, 2 damage, displayed as 12 SHELLS), RAILGUN (.75-second cooldown, 5 damage, displayed as 3 CHARGES), and ROCKET (.45-second cooldown, 3 damage, displayed as infinite rockets). Fire a centered ray from the camera; hit the first enemy mesh under the crosshair, apply weapon damage, and create a visible burst of red gore particles at the hit position. Misses can produce a smaller red impact burst in the distance. Kills make enemies disappear, create a larger gore burst, add 300 times the current style multiplier for regular enemies or 2500 for the boss, and increase the style multiplier up to x9; nonlethal hits add 50. The multiplier returns to x1 after three seconds without a kill. When the boss dies, change the subtitle/status text to "BOSS DOWN // EXIT SIGNAL OPEN." During gameplay display a minimal HUD: top-left "SECTOR 01 // THE RED FOUNDRY" with the sector name in red, top-right HP starting at 100, a white crosshair at screen center with subtle red glow, bottom-left "STYLE x1" and a small score/chain hint, and bottom-right current weapon plus its ammo label. Keep the score visible and format it with commas. Include a fixed full-screen red radial damage overlay that fades quickly. Before starting, show a centered responsive menu panel over a radial dark-red-to-black background. The panel has a thin dark red border, rounded corners, black/burgundy gradient fill, and prominent typography: eyebrow "HELLRUN // SOLO COMBAT TRIAL," large stacked white "BLOOD CIRCUIT," subtitle "Blood. Speed. Chaos.", an "ENTER THE ARENA" button, and a "WEAPON: SHOTGUN" cycling button. Include the exact control hint text: "WASD move · mouse aim · LMB fire · Q dash · SPACE jump · 1/2/3 weapon · R restart" followed by "Desktop-first prototype with touch joystick support from the control rig." Add the leaderboard block with red "LEADERBOARD" and the entries "01 V1PER — 12,840", "02 RED//SHIFT — 9,420", and "03 YOU — 0". The overall art direction is stark, graphic, neon-blood red on black, with bold condensed/very heavy white title text, red UI accents, and a gritty arcade-combat presentation. Use simple low-poly animated demon character assets for regular, flying, and boss enemies; no extra game modes or features beyond this single repeating solo combat arena.