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Arcade › Brainrot Catcher WIP

Brainrot Catcher WIP

  • 3d
  • arcade
  • catcher
  • endless
  • meme
  • casual
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brainrot Catcher WIP yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Brainrot Catcher WIP was built by Oleg Sidorkin 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 Catcher WIP 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 Brainrot Catcher WIP

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 3D arcade game titled "Brainrot Catcher WIP". Use a Three.js-style primitive 3D scene viewed from a fixed elevated perspective: camera positioned above and in front of a dark circular arena, looking toward the center/back. The world should have a very dark navy-purple background and fog, a wide low cylindrical platform, a glowing cyan torus ring around the arena, five parallel glowing cyan lane lines running away from the player toward a dark back wall, and a field of small cyan and violet star-like particles. Use high-contrast neon lighting with cyan, violet, pink, yellow, and blue accents, glossy metallic materials, soft shadows, and a silly chaotic meme-energy aesthetic.

The player controls a shiny stylized bucket made from simple 3D primitives. It is a cyan metallic open cylindrical bucket with a pale inner wall/base, a dark teal bottom, a gold rim, and a light handle. Place it near the front/near end of the lane lines at y around the catching surface, and let it move horizontally across the five lanes, clamped to a broad left-right range. The bucket should tilt slightly while moving and have a pulsing translucent cyan ring above/around its opening indicating the catch zone. Keyboard controls: hold A/Left Arrow to move left and D/Right Arrow to move right. On mobile, provide two large translucent rounded buttons at the bottom-left with left and right arrow icons; holding them continuously moves the bucket.

The core loop is: after pressing Start Catching, spawn labeled glowing brainrot objects at the far end/high in the scene, aligned to one of five lane x positions with slight random offsets. They fall downward along the lane toward the bucket. The player must move under each object and catch it when it is close to the bucket: horizontal distance under about 1.12, lane-depth distance under about 0.42, and vertical position in the bucket’s catch window. Caught objects disappear with colorful particle bursts. Objects that fall below the arena are misses, also disappear with particles, reset the streak/combo to x1, and cost lives. Start each run with score 0, 3 lives, combo x1, wave 1. End the run when lives reach zero and show the restart/game-over overlay.

Implement three drop categories. Normal drops are worth 10 points and randomly use distinct primitive silhouettes and labels: a small espresso cup with coffee, handle, and steam labeled "Espresso Goblin"; a pizza slice with cheese, crust, and toppings labeled "Pizza Gremlin"; a bowl/noodle torus-knot pasta object with sauce labeled "Pasta Portal"; or a small blue radio with speakers and antenna labeled "Rizz Radio". Give each a colored glow sphere and a floating rectangular rounded label sprite above it. Bonus drops occur about 10% of the time, are worth 25 points, use golden objects such as a horizontal cannoli with cream ends labeled "Golden Cannoli" or a gold crown labeled "Sigma Crown", and include a gold halo ring. Purple glitch drops occur about 16% of the time, are worth 14 points if caught but are dangerous if missed: use a purple glitch-TV silhouette labeled "Glitch Vespa" or a purple error cube with a top spike labeled "Ohio Error Box". If a glitch drop is missed, remove 2 lives instead of 1. Make all drops slowly spin, bob their labels slightly, and pulse their glows.

Award score as drop points multiplied by the current combo. Keep a catch streak; every four consecutive catches increase the multiplier, capped at x9 (combo is 1 + floor(streak/4)). Catching resets nothing; missing resets streak and combo. Display brief centered feedback messages such as "Locked in. Catch everything.", bonus notifications, escaped-object notices, combo messages, and wave announcements. Increase difficulty every 12 seconds: wave = 1 + floor(elapsed wave time / 12), reduce spawn interval from 0.92 seconds by 0.06 per wave down to a minimum of 0.34, and increase fall speed from 5.8 by 0.45 per wave up to 12.5. Spawn one object whenever the timer expires, with normal drops otherwise (roughly 74% given the bonus/glitch chances). Keep the gameplay continuously running until game over; do not add shops, powerups, weapons, sound, or unlock systems.

Create a fixed glassmorphism HUD over the game. At the top, show four stats in a rounded dark translucent panel with thin light border: SCORE in cyan, LIVES in pink/red, COMBO in yellow, and WAVE in green. Show a centered rounded message pill beneath the stats that fades in/out. Before play and after game over, show a large centered translucent rounded card titled on two lines "BRAINROT CATCHER WIP", with instructional subtitle: "Catch the glowing meme orbs with your bucket. Miss too many and your attention span evaporates. Keyboard: A/D or ←/→. Phone: hold the big buttons." Include pill chips for Espresso Goblin, Pizza Gremlin, Pasta Portal, and Rizz Radio, plus a bright cyan-to-yellow Start Catching button. On game over, change the subtitle to summarize caught drops, misses, and final points, change the start button to "Play Again", and expose a secondary "Restart Run" button. Keep a small bottom-right instruction panel saying that labeled brainrots are caught in-lane, golden ones give bonus points, and purple glitch ones remove 2 lives if missed. Make the overlay responsive: two-column HUD on narrow screens and large touch buttons at bottom-left, while preserving the dark neon 3D arena visibly behind the UI.

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