Arcade › Chainbreaker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Qoi Qoi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chainbreaker yet. Play it, then tell Qoi Qoi what you would add next.
Chainbreaker was built by Qoi Qoi 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 Chainbreaker 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 third-person 3D arena action game titled “Chainbreaker.” The current game is a combat prototype, not a full boss encounter: the goal is to defeat 10 floating shade enemies before a 75-second timer ends, while staying alive. Use a dark, low-poly stylized presentation. The camera is a perspective third-person camera positioned behind and above the player, following the character around a circular arena. Set a deep navy background with atmospheric fog, soft shadows, a cool hemisphere fill light, and a warm directional key light. Build the arena as a broad circular dark-green platform with a thick raised metallic blue-gray outer ring, a glowing mint-green torus rune near the center, nine irregular dark stone cylindrical pillars arranged around the perimeter, and fourteen floating mint-green faceted crystals distributed around the arena. The floor is solid and walkable, and constrain the player inside the arena boundary. The player is a stylized humanoid/furry red character loaded from the supplied animated character asset `assets/Animation_walk_idle_run_ju.glb`; use its idle, walk, run, jump, and slash animation clips. Scale the avatar to fit a capsule approximately 1.15 units tall, ensure the feet rest on the arena floor, and attach the weapon to the character’s hand bone (prefer `R_Hand`, with left-hand fallbacks). The player carries a chain weapon made from about 14 small interlocking metallic torus links, with a brighter metal tip. Simulate the links as a readable lightweight verlet chain: pin the first link to the hand, apply gravity and damping to the rest, enforce fixed link-distance constraints, and prevent links from sinking below the ground. The chain should hang naturally when idle and visibly lag, arc, and snap during attacks. Implement movement with the third-person controls runtime: WASD or arrow keys move relative to the camera, Shift sprints, and Space jumps. Also support the runtime’s mobile left stick and jump control. Keep the camera following the player with a smooth over-the-shoulder/behind view. Use a reliable invisible box floor collider whose top is at the visible floor height; gravity is negative, and restarting must reset the player through a grounded planting routine so jump velocity is drained and the character does not relaunch into the air. Spawn six purple floating “shade stalker” enemies at random points in the outer portion of the arena. Each shade is a faceted purple icosahedron body with a dark purple emissive tone, two small pale/red glowing eyes on its front, and a subtle circular shadow beneath it. Shades bob vertically while pursuing the player, face the player, and stop close to the player. When within roughly 1.55 units they deal 10 contact damage on a cooldown of about one second. Defeated shades disappear, then respawn after roughly 1.6–3 seconds while the run is active, so the arena remains populated. Each defeated shade increments the score, and there is roughly a 38% chance it drops a floating healing shard at its death position. Healing shards are small mint-green emissive octahedrons that rotate and bob; collecting one within about 1.15 units restores 18 health, up to 100. Combat must support two attacks. Left click, the on-screen Slash button, or the equivalent mobile action performs a chain whip. It has about a 0.55-second cooldown and a roughly 0.42-second active window. Throw/impulse the free chain end forward with a slight sideways arc; show a brief translucent cyan-blue flat slash-area telegraph on the ground in front of the player. The attack can defeat a shade if the chain tip comes within about 1.15 units, or if the enemy is within a forward attack arc up to about 3.2 units. Right click, or the on-screen Whirl button, performs a whirlwind attack with about a 1.6-second cooldown and a 0.95-second active duration. Drive the chain tip around the player at approximately a 2.7-unit radius, show a glowing blue circular ring around the player and a translucent twisting/tapered tornado-like effect, and defeat shades within approximately 3.35 units of the player or 1.2 units of the chain tip. Prevent multiple hits on the same enemy during one attack. Play simple short synthesized tones for attacks, enemy defeats, damage, and healing. Use the supplied animation clips as follows: idle while stationary, run while moving on the ground (walk may be available but grounded locomotion should visually read as run), jump while jumping/falling/landing, and the sped-up slash animation during either attack. Blend transitions smoothly. The character should face the movement/attack direction as controlled by the third-person system. Create a clean dark translucent glass-style HUD over the game. At the upper left show the title label “Chainbreaker,” a large “Score 0 / 10” style score readout, a metadata row with “Time 75s” and the current “Enemies 6,” and a full-width health bar initially at 100%, colored cyan-to-mint when healthy, yellow/orange when below 55%, and red when below 25%. At the lower left show a translucent instructional panel reading substantially: “Move with WASD or the left stick. Hold Shift to sprint. Space jumps. Press J or tap Slash to strike enemies. Grab green shards for health.” Also provide two large circular touch-friendly buttons on the right: coral/red “Slash” near the bottom-right and blue “Whirl” above it. Left click triggers Slash and right click triggers Whirl on desktop; prevent the browser context menu. Start with a full-screen loading screen while the hero GLB loads, showing progress text such as “Loading your fighter…”. Then show a centered translucent overlay titled “Chainbreaker” with instructions describing the arena, whip, whirlwind, and survival objective, plus an “Enter arena” button. The first movement or attack input may also begin the run. During play, count down from 75 seconds. Win immediately at score 10 and show a centered “Arena Cleared” result overlay. Lose when health reaches zero and show “You Fell”; if the timer reaches zero before 10 kills, show a timeout/loss result. Each result overlay should include a “Play again” button and restart the run at the grounded arena center with score 0, health 100, and the full timer. Do not add an unimplemented raid boss, multi-phase script, cast bars, dodge roll, interrupts, soak mechanics, or boss HP bar: those are future design notes, not part of this playable prototype. Preserve the readable chain physics, six respawning shades, healing shard pickups, score-to-10 objective, health damage, timer, win/loss loop, arena props, mobile attack controls, and grounded third-person movement shown by the current implementation.