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Arcade › Bloodhunt
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Bloodhunt was built by StyleDish games 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 Bloodhunt 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 mobile-friendly 3D top-down survival arcade game titled “Bloodhunt.” Use an orthographic camera looking straight down at a dark square city-block arena. The world should have a near-black navy background/ground, a subtle neon-like square street grid, and four simple dark rectangular building blocks placed around the arena as collision obstacles. Keep the camera centered on and following the player, with a slight movement lead if desired, and constrain all moving entities to a circular world boundary about 28 world units from center. The player is a bright purple low-poly vampire represented by a short chunky cylinder, centered in the arena at the start. Ten tan human civilians, each represented by a small low-poly cylinder, should spawn at random positions in the playable area. Humans wander in changing random directions, avoid building blocks and the world boundary, and panic/run away when the vampire comes within roughly 3.2 units. The vampire moves smoothly at about 8 units per second and also cannot pass through buildings or leave the circular arena. The core loop is resource survival: start with Blood 100, and continuously drain Blood at about 3.6 points per second. Find a nearby human and hold the FEED action while within about 1.6 units. Feeding should stop movement somewhat, rapidly drain the human’s internal blood (about 26 per second), restore the vampire’s Blood (up to 100, at about 90% of the drained amount), and increase Score (about 1.2 points per drained blood). The vampire should glow/pulse more strongly purple while feeding, with a short synth feed tick sound. When a human is fully drained, turn it gray, play a score blip, fade it out, remove it, and respawn a replacement human so there are normally ten available. As Score rises, spawn hostile red hunters: use a desired hunter count of floor(Score/120), capped at six, with delayed random spawn intervals around 3.5–6.5 seconds. Hunters should be low-poly red cones, move toward the player at roughly 3.0–4.4 units per second, avoid buildings and the boundary, and damage Blood by 18 on contact. Give contact a 0.8-second hurt cooldown and a low synth zap/hurt sound so continuous overlap does not deal damage every frame. Play simple Tone.js-style synth sounds for feeding, score completion, hunter hurt, and game over. Controls must work on both mobile and desktop. On touch devices, display a virtual joystick only after touching/dragging on the left half of the screen; use it to move in eight directions and hide/reset it on release. Display a large red rounded rectangular FEED button at bottom-right; feeding occurs only while it is held, and it should visually gray/dim when no human is in range. On desktop, support WASD and arrow keys for movement and Space held for feeding; hide the joystick and use a shorter, wider FEED button on fine-pointer screens. Prevent browser scrolling/touch gestures from interrupting play. Add a fixed HUD at the top-left/top area with three dark translucent rounded pills reading “Blood: [integer]”, “Score: [integer]”, and “Best: [integer]”, plus the instruction text “Left: move • Hold FEED near a human.” Persist the highest score in local storage under a best-score key and show it in the HUD. When Blood reaches zero, stop gameplay, play a game-over tone, and show a centered dark translucent modal overlay with “Game Over,” the final integer score, and a full-width purple “Restart” button. Restart should reset Blood and Score, clear all humans and hunters, respawn ten humans, and place the vampire back at the center. Use a clean minimal low-poly visual style: dark navy/black materials and grid, tan humans, saturated purple emissive vampire, and bright red emissive-ish hunters. Use soft ambient and directional lighting, simple cylinders/cones/boxes, rounded translucent system-font UI panels, and no decorative features beyond the arena, entities, HUD, controls, and game-over overlay.