Skip to content

Arcade › Bloody Cricket

Bloody Cricket

  • 3d
  • top-down shooter
  • arcade
  • survival
  • retro
  • cricket
  • arena
  • mobile
0
Remix it Discord

4 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Johnson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bloody Cricket yet. Play it, then tell Matthew Johnson what you would add next.

Make your own game

Bloody Cricket was built by Matthew Johnson 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 Bloody Cricket 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 Bloody Cricket

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 playable browser game titled “Bloody Cricket: Riot Mode,” a gritty retro/pixelated 3D top-down arena shooter set in a cricket stadium during a riot. Use an orthographic-like high overhead perspective from a perspective camera: the camera looks down onto a large rectangular grey-green tiled arena, follows the player subtly, and shows a narrow central cricket pitch, boundary markings, dark ruined stadium walls, brick-like perimeter barriers, stands on all four sides with rows of tiny dark crowd figures, rubble, blood stains, corner fire pits, drifting smoke, and a hovering drone companion near the player. Render with low-resolution/pixelated styling, hard-edged geometry, dark fog, shadows, scanline overlay, black/red/yellow/white UI, and dramatic red damage vignette and camera shake effects. The field should visibly include a central pitch and cricket-style circular markings, plus graffiti-like ground decals reading “POW!”, “RAGE UP”, and “BAT TIME”.

The player is a small blue top-down soldier with a blue helmet/visor and rifle silhouette, animated with idle breathing, walk-cycle frames, firing muzzle-flash frame, and reload frames. Place the player initially near the center/lower portion of the arena. The goal is to survive escalating waves of red enemy soldiers, kill them, and advance indefinitely through harder waves. Begin with wave 1 containing 3 + wave*2 enemies (5 enemies); spawn them around the four arena edges. Enemies are red/dark-red top-down soldiers with animated idle/walk/shoot/death frames. They chase the player, deal continuous contact damage at close range, and periodically throw/fire white cricket-ball projectiles from up to 18 units away. Cricket balls travel toward the player and cause damage on collision. Enemies have 45 + wave*8 HP and speed 2 + min(wave*.12, 1.2). When all enemies die, increment the wave, heal 18 HP, restore 20 armor, restore 15 magazine ammo, show a short “WAVE N INCOMING” break, then spawn the next wave.

Implement combat with keyboard/mouse/touch and optional PlayStation gamepad controls. Movement: WASD or arrow keys; mobile users drag a square virtual joystick at bottom-left; PS controller left stick or D-pad. Aim with mouse/touch position on the field, or the right analog stick. Show a ground reticle at the aim point; turn it yellow and enlarge it when aim assist locks onto a nearby enemy. Fire with mouse click, Space, mobile FIRE button, or gamepad Cross/R1/R2/L2. Aim-assist should blend the aim direction toward the best enemy within about 13 units and a roughly 0.55-radian cone. The player rotates toward aim when firing and produces yellow bullet tracers/projectiles, muzzle flashes, hit flashes, blood bursts/stains, impact shake, and simple synthesized gunshot/death sounds.

Support these weapons and their actual behavior: PISTOL (170 ms cooldown, 32 damage, one projectile, small spread); SHOTGUN (520 ms, six pellets, 18 damage each, wide spread); SMG (82 ms, 15 damage, rapid fire, spread); GRENADE (680 ms, 22 damage, projectile that explodes on impact/expiry and damages enemies in roughly 3.2-unit radius, also damaging the player if too close); BAT and SPIKED BAT melee weapons, with short-range arc attack, where Spiked Bat has stronger damage/range. Weapon pickups are floating/spinning yellow/wooden crates: walking over them or pressing E (or gamepad Square) grants 30 reserve ammo, +10 armor up to 100, +8 rage, and changes weapon randomly among Pistol, Shotgun, SMG, Grenade, and Spiked Bat. Enemies have about a 42% chance to drop a crate on death. Include several barrels around the field; bullets damage them and they explode in a radius, damaging nearby enemies and the player.

Start the player with PISTOL, 30/120 ammo, HP 100, armor 50, score 0, rage 0. Shooting consumes magazine ammo except during Rage Mode. Press R or gamepad Triangle/Circle to reload when not full and while reserve ammo remains; reload takes 1.15 seconds, visibly shows a reload progress bar and reload animation, then fills the 30-round magazine from reserve. At 0 ammo, firing initiates reload; show LOW AMMO at 5 or fewer rounds. Killing enemies adds 50 score and 14 rage (up to 100). When rage reaches 100, press Q or gamepad L1 to activate RAGE MODE for 6 seconds: reset rage to 0, greatly increase movement speed (normal 7 to 9.4), fire cooldown becomes 48%, projectile speed increases 1.25x, damage 1.45x, melee damage is boosted, and reloading is disabled/unneeded. Display RAGE countdown while active and “RAGE MODE!” / “RAGE ENDED” status messages.

Build a fixed HUD over the game. At the top use chunky bold Courier/pixel lettering and dark rectangular pills with bright borders: title “BLOODY CRICKET: RIOT MODE” in red, HP, ARMOR, AMMO magazine/reserve, RAGE, current weapon, WAVE, SCORE, and gamepad status “PAD BT ON/OFF.” Include a vertical red BLOOD METER on the left on desktop, FPS counter, top-center status messages for countdown, fight, reload, low ammo, wave incoming, pause, and rage, plus a reload progress bar near the bottom center. Add a start overlay panel describing the combined shooting, weapon pickup, and Rage Mode mechanics, listing weapons and controls, and a red START MATCH button. Before combat begins, run a roughly 3-second “MATCH STARTS IN N” countdown then show “FIGHT!”. On mobile, show the square virtual joystick and square yellow FIRE button at bottom corners. Include PAUSE and GFX controls, with P/Escape or gamepad Options toggling a pause menu containing resume/restart; restarting reloads the game. Graphics options LOW/MEDIUM/HIGH should alter pixel ratio/shadows and hide crowd and/or smoke on low settings. Add PS4/PS5 Bluetooth pairing instructions on the start panel and support controller rumble feedback for shooting, damage, reloading completion, and death.

When HP reaches zero, stop the match, show a brief top-down player death animation (spin/fade/flatten), blood burst and “DOWN!” state, then display “MATCH LOST” with final score, reached wave, and a RESTART RIOT button. Keep the blood stains, crowd, fire, smoke, debris, animated soldiers, projectile impacts, and retro scanline/damage effects visible as part of the game’s presentation. Do not add bosses, helicopters, extra enemy classes, or other future-upgrade features not described here.

More free browser games

Browse the whole Arcade →