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Arcade › Brainrot Brawl
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brainrot Brawl yet. Play it, then tell Maura McVey what you would add next.
Brainrot Brawl was built by Maura McVey 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 Brainrot Brawl 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 browser-playable 3D arena survival brawler titled “Brainrot Brawl.” Use a Three.js-like real-time 3D scene with a fixed elevated third-person camera looking down toward the player from behind, smoothly following the player and aiming at the player’s position. The world is a circular dark-green swamp/grass arena about 16 units across, surrounded by a ring of irregular low-poly purple rocks/crystals. Use a dark navy sky/background, light fog, strong soft shadows, a bright white directional light and cool ambient light. The visual style is colorful, goofy, low-poly meme-brainrot: glossy pastel materials, exaggerated small characters, neon purple/cyan/pink accents, floating pickups, and punchy UI. The arena should resemble the supplied screenshot: the player is centered in a broad green field, with rocks along the far edge and a HUD overlaid at the top. The player is an original procedural cute brainrot fighter, initially called the basic form: a small cyan-blue rounded body/belly, a pink brain-shaped head with several darker brain groove rings, a pale snout/face patch, tiny dark googly eyes, two yellow dinosaur horns, a rear tail, and two yellow bonk arms/fists. Keep the character around 1.5–2 units tall, casting a visible soft shadow. The player moves freely around the arena but is constrained to a circular radius of about 14.2 units. Movement speed is about 7.2. Keyboard controls are WASD or arrow keys. Holding Space repeatedly attacks; pressing Space, clicking/tapping the canvas, or pressing the mobile BONK button performs one attack subject to a short cooldown (about 0.38 seconds in basic form). Face the character in the movement direction and add a small bob/attack scale pulse. The core loop is to survive endless waves of zombies, bonk them, collect their rage orbs, and build score. A basic attack hits every nearby non-dead zombie within roughly 1.8 units plus that enemy’s radius, deals 1 damage, knocks enemies back, and briefly pulses/shakes the screen. Defeated enemies disappear after a short death animation, grant score, and drop a floating cyan faceted rage orb. Normal zombie score is 10; pickups add 3 score, restore 5 HP and add 12 rage; defeating any zombie adds 8 rage up to 100. The player begins with HP 100, Rage 0, Score 0, Wave 1. Zombies continuously spawn around the outer arena and converge on the player. Maintain a target number of active normal enemies equal to min(5 + wave*2, 22), with faster spawning as waves increase. Normal Brain Munchers use animated male/female zombie character models when available, or a simple green zombie fallback; they have roughly 2 + floor(wave/2) HP, speed about 1.15 + 0.09*wave plus a small random amount, radius .55, and deal 8 damage per second while in contact. Their score is 10. Include three friendly brainrot allies that orbit and follow the player automatically, attack nearby zombies without direct control, and visually bob/float. The squad is: Tralalero Tralala (a cyan shark-like brainrot with pink brain and yellow trim), Bombardiro Crocodilo (a green crocodile-like brainrot with pink brain, orange trim, wings and little teeth), and Cappuccino Assassino (a brown coffee-cup brainrot with a pale brain, handle and spoon). They orbit at roughly 1.85 units from the player in normal mode and automatically target the nearest zombie in range. Their attacks deal 1, 1, and 2 damage respectively, with ranges about 2.2, 2.1, and 1.8 and cooldowns around .7 seconds. They should turn toward targets, recoil/scale pulse on attack, knock targets back slightly, and be larger/space farther out during the power form. The HUD should show the squad count as 3 brainrots. Place an ultra-rare glowing “Dinonini Boxini” at (0, 0, -9), not directly on the player. It is a rotating cyberpunk-style lootbox/crate with a strong pink point-light aura, plus a procedural dinosaur popping out of it: green dino head, pink brain cap with grooves, boxy snout and pale yellow snout patch, googly eyes, tiny yellow horns, green arms, and a tail sticking out of the box. The player can open it when close (within about 1.95 units) and has at least 45 rage; show a warning when rage reaches 100, but do not require exactly 100. On opening, play a power-up effect/sound, show the banner “ULTRA RARE DINONINI BOXINI!”, spawn a burst of cyan orbs around the box, and transform the player temporarily into a giant Dinonini form. In this form set player speed to 9.1, collision radius to 1.05, model scale to 1.45, rage to 100, attack cooldown to .22 seconds, attack range to 2.7, attack damage to 3, and halve incoming contact damage. The power lasts 18 seconds, then return to the basic scale/speed/radius and show “Dino rage faded!” After opening, the crate follows behind/near the player as a floating pet with a gentle bob and turns toward the player; its light continues to glow. Dinonini mode makes allies about 18% larger and moves their orbit radius to about 2.35. While in Dinonini mode, kill score is multiplied by 1.6. Escalating special enemies: starting at wave 10, spawn a Graveyard Brute, with another brute every 3 waves thereafter. Use a large animated graveyard-kit zombie model tinted purple with a dark emissive accent, or a purple fallback. It should spawn near the edge, be scaled about 2.45 plus a little per wave, have about 24 + 3*wave HP, speed .82 + .025*wave, radius 1.15, contact damage 18 and score 90, and display a large banner such as “WAVE 10 BRUTE ZOMBIE!” when introduced. Starting at wave 20, spawn a Chubby Titan and another every 5 waves thereafter. Use a very large animated chubby zombie model tinted red, or a red fallback; scale around 1.85 plus a little per wave, HP 70 + 6*wave, speed .58 + .018*wave, radius 1.7, contact damage 30 and score 250, with a banner “WAVE 20 CHUBBY TITAN!” Starting at wave 30, spawn a Phantom Ghost and another every 5 waves thereafter. Use a semi-transparent floating ghost/monster model tinted pale cyan with blue emissive glow, or a cone-like ghost fallback; put it slightly above the ground, scale about 1.55 plus a little per wave, HP 115 + 7*wave, speed 1.35 + .018*wave, radius 1.3, contact damage 24, and score 420. Show “WAVE 30 PHANTOM GHOST!” on introduction. Enemies walk toward the player and switch to a punch/attack animation when in contact; use available GLB animations for walk, punch, idle and death, with simple procedural fallbacks if assets fail. Advance the wave whenever score reaches wave*120, show a brief large yellow/purple outlined banner such as “FIGHT!”, “WAVE 2”, etc. Use punch and power-up sound effects if available. Add subtle screen shake on hits and camera shake on attacks. End the game when HP reaches zero: stop gameplay, show a dark translucent overlay with “Brain got munched,” report the score and reached wave, mention whether Dinonini Boxini was opened, and provide a “Run it back” restart button that resets enemies, pickups, player stats, wave counters, crate position/status and allies. HUD: overlay a translucent dark rounded panel at top left showing on separate lines “HP [value] · Rage [value]”, “Score [value] · Wave [value]”, and a status line such as “Squad 3 brainrots · Find dino-in-a-box”, or “DINONINI [seconds]s” during the temporary form, or “Boxini following” after the timer expires. At top right show the instruction panel: “WASD/Arrows move · Space/Click attacks · Wave 30 brings the Phantom Ghost monster.” Put a large yellow “FIGHT!”/wave banner near the upper center when appropriate. On touch/mobile layouts, show a translucent circular virtual joystick at bottom left with a glowing cyan-blue thumb and a large round glossy pink-purple gradient button at bottom right labeled “BONK”; clicking/tapping it attacks. Hide mobile controls on desktop mouse/hover layouts. Before play, show a full-screen title overlay with a dark radial navy/purple/pink background, the large stacked title “Brainrot Brawl,” explanatory text about leading a squad, smacking zombies, grabbing rage orbs, cracking Dinonini Boxini and surviving boss waves, and a yellow “Start fight” button. Include a four-card zombie list: Brain Munchers (Waves 1+; fast low-HP horde), Graveyard Brute (Wave 10; stronger purple brute), Chubby Titan (Wave 20; huge boss with massive HP), and Phantom Ghost (Wave 30; floating, fast, semi-transparent, huge score). Starting the fight closes the overlay and displays the “FIGHT!” banner.