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GAME 1

  • 3d
  • top-down shooter
  • tower defense
  • wave survival
  • arcade
  • sci-fi
0
Remix it Discord

0 plays ·added October 19, 2026

About GAME 1

Defend the glowing core against relentless waves of robots while your fiery dragon ally swoops in, attacking enemies automatically. Move swiftly, shoot accurately, and watch your core’s health as you battle to survive in a dynamic sci-fi arena filled with danger.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Programação AG built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about GAME 1 yet. Play it, then tell Programação AG what you would add next.

Make your own game

GAME 1 was built by Programação AG 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 GAME 1 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 GAME 1

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.

Rebuild “Corefall” as a playable browser 3D defense shooter called “COREFALL // OUTPOST 07.” Use Three.js or an equivalent real-time 3D engine with an orthographic, elevated isometric/top-down camera looking at the center of a circular arena. The camera should be fixed, positioned above and slightly toward the rear of the playfield, with a wide view of the whole arena; use a dark navy background and subtle matching fog. Render with soft shadows, a bright cool hemisphere/fill light, a strong white directional key light, and a faint blue rim light.

The arena is a large dark blue circular/octagonal-looking floor platform, surrounded by a thin glowing cyan ring and evenly spaced blue perimeter markers. In the exact center place the defense core: a chunky dark blue eight-sided cylindrical pedestal, a glowing cyan circular plate on top, and a tall orange/yellow glowing central pillar. Place four industrial safety barriers around it at the cardinal directions (left, right, top/far side, and bottom/near side), using gray metal barrier models with yellow-and-black diagonal hazard stripes and dark side shadows. Add a friendly yellow flying dragon/monster ally hovering near the core on the right side; it has a yellow health bar above it, plays a flying animation, automatically targets the nearest enemy, and periodically fires glowing yellow projectiles.

The player is a small stylized blue low-poly armored robot/suit near the bottom/south edge of the arena. Give it a blue faceted cylindrical body, a small pale cyan visor/front panel, and a cyan health bar above it. The player moves freely on the arena floor with WASD or arrow keys, clamped inside the arena, and faces the movement direction. Aim with the mouse: project the pointer onto the horizontal arena plane and show a thin circular crosshair at the pointer. Hold the mouse button to fire rapidly. Each shot is a small bright yellow-white glowing plasma sphere traveling toward the aim point. Also support touch controls: a four-button on-screen directional pad at bottom-left and a FIRE button at bottom-right, visible on coarse-pointer/mobile devices.

At game start show a centered, prominent cyan-outlined gradient button labeled “START DEFENSE,” with the message “Defend the core.” at the top center. Clicking it begins play and hides the start button. The game is a wave-based survival/defense loop. Enemies spawn randomly around the outer glowing ring, approach the central core, and are stylized robot/mech attackers: load a low-poly animated mech model if available, otherwise use a red blocky robot fallback. Enemies have red health bars above them and move inward. Their health is 2 plus floor(wave/3), and each player or dragon projectile reduces health by one. Destroyed enemies disappear and award 10 SCRAP points. Enemy movement speed starts around 0.7 and rises gradually with wave number, capped at the implemented increase. Enemies damage the player for 8 when close, with a short invulnerability/damage cooldown; when close enough to the core they attack it periodically for 3 core points. The player starts with 100 suit health and the core starts at 100%. If suit health reaches zero, end the game with the message “PLAYER DOWN.” If the core reaches zero, end with “CORE BREACHED.” Show a RESTART button on either game-over state; restarting resets wave, score, core, player health, enemies, projectiles, and player position, returning to the start menu.

Implement wave pacing faithfully: begin at wave 1, wait briefly, display “Wave 1 inbound,” then spawn enemies at timed intervals up to a wave-dependent alive target (minimum 5 + wave*2, capped at 22). After approximately 18 seconds, when no enemies remain, increment the wave and announce the next inbound wave after a short delay. The player fire cooldown is about 0.18 seconds; projectiles move quickly and expire after a short lifetime or on leaving the arena. The dragon automatically fires about every 0.7 seconds at the nearest enemy, and its projectiles also expire or damage enemies on contact.

Create a clean HUD overlay that does not block the 3D playfield: top-left translucent dark rounded panel with thin blue border, title “COREFALL // OUTPOST 07,” and inline stats “CORE 100%,” “SUIT 100%,” “WAVE 1,” and “SCRAP 0,” updating live. Put a rounded translucent message pill at the top center for status text. Put the mouse crosshair at the pointer location when the pointer moves. At the bottom center on desktop show “WASD / arrows to move · mouse to aim · click to fire.” Use a dark navy, cyan/ice-blue, orange/yellow, and hazard-stripe visual palette, with low-poly/toon-shooter geometry, emissive cyan core lighting, glowing yellow projectiles, health bars that visibly shrink, and restrained glassy dark UI panels. Add subtle cyan angular corner accents at the viewport edges to match the sci-fi outpost presentation.

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