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Arcade › Cosmic Drain
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Cosmic Drain was built by Pedro Isidoro 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 Cosmic Drain 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 “Cosmic Drain” as a playable 2D top-down arcade game in Portuguese, using a fixed orthographic camera and a dark neon-noir 1980s cosmic-horror look. The playfield should fill the screen behind an HTML-style overlay HUD: very dark purple/near-black background on the surface, with sparse translucent square decals in dirty yellow, muted purple, blue, and mint green. Use simple flat geometric sprites rather than detailed art: the human is a small pale lavender square, cultists are bright hot-pink/red squares, and collectible echoes are small glowing mint-cyan squares/diamonds that rotate. Keep the visual language minimal, crisp, and slightly eerie, matching a low-fi abstract arcade prototype. The game starts in the SURFACE phase. The player controls a late-shift paper-company employee returning home at night, represented by the pale square. Place the player at the upper-left area of a bounded rectangular arena (world bounds approximately x=-15.5..15.5 and y=-8.5..8.5), with a faint translucent yellow home/goal marker in the lower-right; reaching the marker is not itself a win, but it can occasionally grant one extra echo while fewer than 8 have been collected. Spawn 6 mint echo pickups at random positions, and allow more to appear occasionally when the player uses the psychic pulse, up to roughly 10 active pickups. The core surface goal is to collect 8 echoes. Each pickup increments the echo counter and slightly fills the Awakening meter. At echo milestones, display short unsettling Portuguese narrative messages, such as a whisper telling the player to descend and the sound of dark water under the asphalt. Once 8 echoes are collected, immediately hide the surface layer and transition to the SEWER phase. The player moves continuously with WASD or arrow keys, at a brisk speed, normalized diagonally, and cannot leave the arena. On the surface, Space is a psychic pulse with a cooldown of about 0.55 seconds: it does not attack directly, but stuns all cultists within about 3.2 world units for around 1.2 seconds and has a 45% chance to spawn another echo if fewer than 10 exist. Cultists are five pink/red square enemies spawned around the arena. They patrol with small drifting motions when distant, but pursue the player when within about 8 units. Contact drains health continuously at about 22 health per second. Stunned cultists should visibly flicker or become semi-transparent. Health starts at 100 and very slowly regenerates when not being damaged; show a Game Over state when health reaches zero, with a Portuguese message and “R para reiniciar.” In the SEWER phase, replace the surface visuals entirely with a deep green-black background and scattered low-opacity mint slime and purple sewer decals/pools. The player becomes a large abstract purple cosmic creature square/blob at the center/transition location, surrounded by six small orbiting yellow eyes and eight translucent mint tentacle/arm-like rectangular shapes. The eyes and arms should continuously orbit and animate around the creature, making the creature feel alive while remaining geometrically simple. Spawn 7 rotating mint Essence pickups around the sewer arena. Continue using the same bounded movement controls, at about 6.2 units/second. Space becomes a short directional dash/charge of roughly 2.2 units with a 0.7-second cooldown, using the current movement direction (or no displacement if no direction is held). Collecting essence increases the Awakening meter by 1/10; collected essences disappear and respawn while fewer than 7 remain, so the arena stays active. The goal is to fill the meter/collect 10 essences and liberate the creature. Add 7 large, faint translucent green miasma pools in the sewer as rectangular toxic hazards. While the creature overlaps one, drain health at approximately 18 per second and slowly reduce the Awakening meter; show a brief Portuguese warning such as “O miasma queima por dentro. A cidade não quer que ela acorde.” Health slowly regenerates outside the hazard. When the awakening meter reaches 100% or 10 essences are collected, enter the WIN state, leave the playfield visible, and show an eerie Portuguese victory narrative about the grate giving way, the night breathing, and something giant smiling behind the stars, followed by “R para reiniciar.” HUD must be a prominent translucent/dark overlay in Portuguese, with typography resembling a clean bold sans-serif. At the top show the title “COSMIC DRAIN” in spaced uppercase lavender text, then the subtitle “1980 — volta pra casa. A cidade tá… errada.” Use rounded outlined panels/chips for “Vida 100,” “Ecos 0/8,” and “Fase: Superfície” (change the phase label to “Esgoto,” “Libertação,” or “Fim” as appropriate). Beneath them show a rounded panel labeled “Despertar” with a horizontal progress bar; the bar should visibly fill as echoes/essence are gathered. Include bottom instructional text: “WASD/Setas mover • Espaço pulso • R reiniciar • Clique/tecla ativa áudio.” Include a story/narrative text area that updates during milestones, pulse use, hazards, transition, defeat, and victory. The screenshot’s framing should preserve readable HUD over the top of the game and the abstract square entities visible beneath it. Implement simple synthesized audio that starts only after the first click or key press: minimal triangle-wave synth blips for collecting, a low bass/noise hit for damage, a short pulse sound for Space, a transition sound when entering the sewer, and a small ascending chord for victory. Provide a complete restart with R from any state: reset health to 100, counters and meter to zero, restore the surface layer, respawn the player and pickups/enemies, and restore the opening story text. Keep the game’s tone as a strange, sparse B-movie Lovecraftian arcade experience; do not add menus, weapons, dialogue systems, platforms, scrolling camera, or features not described here.