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Arcade › Breaker Bloom

Breaker Bloom

  • 3d
  • arena-brawler
  • wave-survival
  • top-down
  • action
  • mobile-friendly
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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. brewer.jaelin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Breaker Bloom yet. Play it, then tell brewer.jaelin what you would add next.

Make your own game

Breaker Bloom was built by brewer.jaelin 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 Breaker Bloom 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 Breaker Bloom

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 top-down arena brawler titled “Breaker Bloom.” Use a dark stylized low-poly look with a nearly black navy background and fog. The camera is a fixed high, slightly front-facing perspective camera looking down at a circular sunken arena, following the player subtly as they move. The arena is a broad dark slate-gray circular platform with a raised glowing orange torus-like boundary ring and about ten short posts spaced around the perimeter, alternating muted red and blue-gray. Light the scene with soft cool ambient light plus warm directional light. Use a small stylized humanoid monk/fighter as the player, centered near the lower side of the arena, with a simple turquoise fallback character if a character model is unavailable. Use stylized warrior humanoids as enemies, with red/pink fallback capsule bodies if models are unavailable; give every character a soft dark circular shadow on the floor.

Core gameplay: this is a wave-based survival fight. On starting, spawn wave 1 with 3 enemies arranged around the player on the arena. Clear enemies to automatically begin the next wave after a brief pause. Waves run from 1 through 8; each wave spawns 2 + wave enemies, capped at 8. Enemies have 2 + floor(wave/2) hit points and move toward the player at speed 1.35 + wave*0.08. They stop within roughly 1.45 world units and periodically attack, dealing 7 health damage about every 1.1 seconds and resetting the player’s combo. The player starts with 100 health. Keep the player constrained inside the arena, approximately x/z -6.2 to 6.2.

Player controls: keyboard WASD or arrow keys move in the four directions, and Space attacks. Also provide touch controls: a translucent circular virtual joystick at the bottom-left and a large circular attack button at the bottom-right. Movement makes the fighter face the travel direction. An attack is a quick forward melee strike with a 0.42 second cooldown, reaching about 2.25 world units and only hitting enemies in front of the player. Each successful hit removes 1 enemy HP, knocks/stuns it briefly and pushes it back, adds score equal to 100 plus 8 times the current combo, and increases combo by 1 up to 99. Killing an enemy awards an additional 250 points. A missed attack resets the combo. Show a brief hit flash and small screen shake when the player is damaged. Defeated enemies should visibly tip/fall and sink slightly before being removed. If the player reaches zero health, stop play and show the game-over screen. After all eight waves are cleared, show the victory screen.

Build the UI as a 2D overlay. Title screen: dim the game behind a translucent dark overlay and show large centered cream text “BREAKER BLOOM,” mint subtitle “Ringue curto. Golpes rápidos. Onda após onda.”, a rounded mint button labeled “COMEÇAR,” and the instruction “Mover: WASD / joystick   •   Atacar: espaço / botão.” Clicking the start button or pressing Enter begins wave 1. During play, show a dark translucent rounded HUD panel at the upper-left with “ONDA 1/8” (updating through 8/8), “PONTOS” and the score, plus a mint health bar. At bottom-right label the attack control “ATAQUE” above a large warm orange circular button containing a dark star/spark symbol. At bottom-left draw the outlined virtual joystick. On victory, use a dark translucent overlay with mint title “ARENA LIMPA,” display “Pontos [score]” and a rounded orange “RECOMEÇAR” button. On defeat, use a coral title “VOCÊ CAIU,” display the score, and the same restart button. Restart resets wave, score, combo, health, energy and enemies. Keep all visible text and styling faithful to this Portuguese interface: cream headings, mint accents, warm orange action controls, rounded rectangles, and a dark navy/slate palette.

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