Appearance
Arcade › canible island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Far Out and Beautiful built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about canible island yet. Play it, then tell Far Out and Beautiful what you would add next.
canible island was built by Far Out and Beautiful 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 canible island 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 playable Three.js-style 3D survival defense game titled "canible island". Use a dark, atmospheric haunted tropical island at night, viewed from a high third-person/isometric perspective with a perspective camera following the player: the camera stays elevated around y=12 and looks toward the player and the central clearing, with the player generally in the foreground and the fire totem visible near the center. Render a compact circular island surrounded by a large dark-blue cylindrical water body. The island should have a green raised terrain disk, a sandy beige beach ring, and a smaller green central clearing. Around the outer edge place many stylized palm trees with brown trunks and radial green leaves, plus scattered gray faceted rocks. Use dark blue fog, a navy/black gradient night sky, cool moonlight and shadows, and warm orange firelight from the center. Keep the visual style low-poly/stylized with soft lighting, shadows, fog, and a strong contrast between cool moonlight and the glowing fire. Core objective: defend the central fire totem for 90 seconds. The player loses if the totem's health reaches zero; the player wins when the 90-second survival timer reaches zero. At the center build a chunky wooden totem: a broad brown cylindrical base, three upright wooden posts around it, a dark fire bowl, and a bright pulsing orange emissive flame. Add a point light and small glowing embers/sparks rising and orbiting above the fire. Create a simple player character standing in the clearing, limited to moving within a circular radius of about 8.8 units around the center. Model the character as a dark blue-gray capsule-like body, a reddish-orange sash/belt, a tan spherical head, and a visible horizontal spear held at the side. Start the player near the front of the clearing, around world position (0, 0.9, 7). Movement is smooth and normalized: WASD or arrow keys move in the X/Z plane, with speed about 8.5, and diagonal movement should not be faster. Provide the same movement through a mobile on-screen four-direction D-pad. Cannibles (use this spelling in the UI) continuously spawn near the jungle/tree line at the island edge, around radius 21.5-22.9, and rush inward toward the central totem. Make each enemy a stylized low-poly humanoid: dark reddish-brown capsule body, pale/off-white spherical mask/head, two small glowing red eyes, and a brown club angled at its side. Enemies should face their travel direction, steer toward the totem, and slightly separate from nearby enemies so they do not all overlap. If an enemy gets close to the player (within roughly 18 squared distance), have it chase the player instead; if it reaches the totem area (within about 7.4 units of center), continuously damage the totem at approximately 5.5 plus 0.25 per wave damage per second, with a chance to disappear after damaging it. Enemies have health equal to 1 plus floor(wave/3), briefly flash red when hit, and award one kill only when killed by a spear. Implement progressive waves. Begin at wave 1, spawn the first group after a short delay, and spawn repeatedly with an interval that starts near 1.25 seconds and decreases by 0.06 seconds per wave down to a minimum of 0.45 seconds. Each spawn creates between 1 and 4 enemies: 1 plus floor(wave/2), capped at 4. Every 18 seconds increment the wave and display a message such as "Wave 2. More cannibles are pushing out of the trees." Enemy speed should be about 2.2-2.6 plus 0.17 per wave, so later waves become faster and tougher. The player throws unlimited physical spears. Throw with Space, mouse click/tap on the 3D canvas, or the on-screen FIRE button. Firing has a 0.26 second cooldown, and the HUD should show "ready" or "reloading" rather than a numerical ammo count (the initial panel may label this stat Spears). Spears launch from just above the player in the player's current horizontal facing direction at speed about 19, visibly travel as a narrow wooden shaft with a pale metal tip, live for about 1.8 seconds, and disappear on impact, expiration, or when leaving the island. A spear hit within roughly 0.85 distance reduces an enemy's health by one; remove the enemy when health reaches zero and increment the kill counter. By default, smoothly aim the player toward the nearest enemy; if the mouse/touch pointer has moved, use the pointer's raycast position on the ground to override aiming, otherwise face movement direction when there are no enemies. Build a dark translucent glass-like HUD overlay with rounded panels and thin subtle borders. Across the top show pills for: "Totem" with current health starting at 100, "Survive" with a countdown starting at 90s, "Wave" starting at 1, "Spears" showing ready/reloading, and "Cannibles" showing kills starting at 0. Show a centered/bottom translucent message panel with status text such as "Hold the island. Cannibles rush from the tree line after dark.", start instructions, wave updates, and win/loss messages. On initial load display a full-screen dim radial overlay and a centered rounded start card titled "canible island". The card explains that the player woke on a cursed island and must protect the central fire totem, and includes a four-item legend: Move (WASD or arrow keys), Aim (Mouse, touch, or face the nearest threat), Throw spear (Click, tap FIRE, or press Space), and Goal (Survive 90 seconds and keep the totem alive). Include orange "Start survival" and subdued "Restart run" buttons. Hide the card during play. On victory show "island survived" and explain the 90 seconds were held plus the number of cannibles dropped. On defeat show "totem lost" and explain when the cannibles broke the totem plus kills, with a restart option. Make the interface responsive and mobile friendly. Put a translucent D-pad at lower left with up/left/down/right arrow buttons and a large round gold/orange FIRE button at lower right. Support mouse, touch, keyboard, and pointer input. Use firelight flicker, pulsing flame scale, rising embers, fog, shadows, and smooth camera following to convey the night-time island atmosphere. Do not add barricades, traps, extra enemy types, crafting, audio, or day/night transitions; the implemented game is specifically the single-player 90-second spear-defense loop described above.