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Arcade › Bullet Forge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Bullet Forge yet. Play it, then tell zdixon321 what you would add next.
Bullet Forge was built by zdixon321 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 Bullet Forge 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.
Recreate a playable game titled "Bullet Forge" as a low-poly 3D, top-down orthographic arcade bullet-hell arena shooter with a chunky 16-bit/pixelated presentation. Use an untextured saturated palette and pixelated canvas rendering: a dark navy square arena floor (about 34x34 world units) with evenly spaced blue grid lines every 2 units, subtle dark fog/background, and raised dark-blue borders on all four sides. Keep the camera directly overhead with a slight orthographic framing and a small amount of camera follow/shake based on the player position and damage/firing impacts. The player is a simple bright green chunky rectangular block/ship near the center, with a small light highlight on its upper surface. Move it with WASD or arrow keys, clamped inside the arena. Aim toward the mouse cursor projected onto the floor and rotate the player toward the aim direction. Hold left click or Space to fire. On touch devices, show two translucent circular virtual pads at the bottom corners: a left movement pad and a right aiming/firing pad; dragging the right pad aims and fires. Support Q/E to cycle weapons and number keys 1 through 9 to select a weapon. The game should begin with a centered dark modal menu bordered in purple/yellow, large red/pink two-line title "BULLET FORGE", explanatory text, and a green "START RUN" button. The core loop is: start at 100 HP, clear increasingly difficult waves of enemies, dodge dense colored bullet curtains, shoot enemies for score, and collect occasional weapon drops. Begin each wave with a group of enemies spawned around the outer edge of the arena; the initial count is 6 + 2 times the wave number, capped at 32. As waves rise, progressively unlock enemy types and increase enemy HP, movement speed, and fire frequency. When all enemies are cleared, advance the wave and restore 12 HP up to 100. Continue spawning reinforcements during a wave, with a maximum of about 38 simultaneous enemies. On collision with an enemy or enemy projectile, reduce HP and briefly grant invulnerability; show hit particles and subtle screen shake. At zero HP, stop play and show a centered "GAME OVER" panel with score and wave plus a "RUN IT BACK" restart button. Implement exactly these nine unlimited-ammo weapons, with distinct colors and firing behavior: Rust Pistol (pistol, yellow, single accurate shot, moderate rate and damage); Magnum (pistol, white, slow powerful single shot); Burst Pistol (pistol, cyan, rapid three-shot burst with spread); Street Sweeper (shotgun, orange, eight-pellet spread); Sawed-Off (shotgun, red, six-pellet wider spread and heavier damage); Slug Cannon (shotgun, purple, slow large high-damage piercing slug); Needle SMG (SMG, green, very rapid lightly damaging shot with spread); Twin SMG (SMG, pink, rapid two-pellet spread); Drum SMG (SMG, cyan, extremely rapid low-damage shot with wider spread). Weapon pickups should have the selected weapon's color, appear as small hovering square blocks, rotate and expire after about 10 seconds; destroying enemies should have roughly a 16% chance to drop one, and touching it immediately equips it. Player bullets should be small glowing/bright rotating square or block projectiles with visible colored impact particles. Include these fourteen enemy types, represented by chunky colored block bodies with dark raised top/crown details; larger types should visibly scale up, and some can have a thin glowing ring: Chaser (red, moves directly toward player, single aimed shot); Sprayer (pink, five-shot spread); Orbiter (cyan, circles/orbits while firing a 12-way radial pattern); Tank (large purple, durable, three aimed shots); Needler (yellow, quick direct projectile); Splitter (orange, short-lived three-way pattern); Sniper (white, slow movement and fast high-damage aimed projectile); Bomber (green, emits five slow radial mine-like shots with longer life); Waver (pale cyan, three slightly wavering shots); Spinner (pale mint, rotating four-way shots); Dasher (coral, alternates slow approach and fast dashes with a five-shot spread); Shield (blue, larger, fires a seven-shot wall-like perpendicular pattern); Starcaster (pale yellow, ten-way star pattern with alternating speeds); and Boss Core (large purple, high HP, fires an 18-projectile rotating radial curtain). Unlock enemy variety gradually across waves, and spawn a Boss Core on every fifth wave. Enemies should approach, orbit, dash, or otherwise move according to their type while staying near the arena bounds. Enemy projectiles should be numerous small glowing colored cubes/diamonds in red, yellow, cyan, pink, and purple, with varied speeds, radial rings, spreads, walls, stars, aimed shots, and slight sine motion. Player projectiles collide with enemies, award each type's score value, create colored square particle bursts, and support the Slug Cannon's limited piercing. Use simple box geometry throughout, emissive/bright materials, ambient and directional lighting, and no detailed textures. The visual target is a dark navy neon arcade grid filled with saturated block sprites and dense bullet patterns. Overlay HUD: fixed pixel-arcade panels at the top left and top right with dark translucent backgrounds, thick blue borders, cream text, and strong shadow. Top left displays "HP", "WAVE", and "SCORE"; top right displays the current weapon name in its color, weapon class (PISTOL/SHOTGUN/SMG), and its number out of 9. A centered bottom instruction panel says that WASD/arrows move, mouse or right pad aims, click/space fires, and Q/E swaps guns; on coarse/touch screens place it above the virtual controls. Preserve the clear start menu and game-over/restart states, while the active gameplay remains a clean overhead arena with no invented mechanics such as ammo, shops, upgrades, or alternate stages.