Arcade › Cosmic Rift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sumit parida built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cosmic Rift yet. Play it, then tell sumit parida what you would add next.
Cosmic Rift was built by sumit parida 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 Rift 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 third-person 3D action game titled "Cosmic Rift" set in a dark, futuristic circular rift arena. Use a perspective camera following behind and slightly above the player, with a compact third-person distance of about 6.4 units. The world should have a nearly black navy background with matching fog, strong cool cyan lighting, soft shadows, and a blue sci-fi atmosphere. Build the arena as a large circular platform: an outer cylinder about 15 units wide with a dark blue material and a slightly smaller, darker glowing inner disk about 10.8 units wide. Place 18 floating/glowing cyan-white low-poly octahedral crystals around the outer perimeter, varying their size and vertical stretch, plus 10 dark blue low-poly rocks spaced around an inner ring. The player begins near the center/front of the arena. Use a stylized low-poly sci-fi humanoid woman/space-runner model in dark clothing with blue/cyan accents, black hair, and a reflective/metallic appearance. The character should cast and receive shadows and have idle, walk, and run animation states. The core goal is to survive while destroying incoming cute alien monsters and collecting Rift Energy. Spawn three small purple cartoon alien enemies around the outer edge at the beginning. Additional aliens spawn roughly every 5.5 seconds while fewer than nine enemies exist. Each enemy enters from a random point about 10.5–13 units from the center, faces the player, and continuously walks toward them at roughly 1.15–1.7 units per second. When close enough (within about 1.55 units), stop advancing and use a bite attack animation while draining the player's shield at 8 percentage points per second. Enemies have one hit point. Defeated enemies play a death animation, sink downward, and are removed from the arena. The player moves with WASD or arrow keys and can jump with Space using third-person movement, jump speed around 7.5, and gravity around -22. Support touch/mobile controls through a virtual movement control and the on-screen action buttons. The primary attack is a radial energy pulse activated with E, Enter, or tapping the Pulse button. Limit attacks with a 0.55-second cooldown. On attack, briefly flash a translucent cyan radial screen effect and create a thin expanding-looking torus/ring centered at the player's feet/chest area, rotated flat over the ground and removed shortly afterward. Any enemy within the currently selected form's radius is instantly defeated; award 25 Rift Energy for each enemy hit. Include three selectable forms, switched with Q or the on-screen Shift Form button, cycling in this order: Pulse (cyan, radius 3.4), Blaze (orange, radius 4.2), and Volt (violet, radius 3.0). The selected form changes the pulse ring's color and attack radius, and the Shift Form button should display the current form name (for example, "Pulse Form"). Do not add weapons, projectiles, inventory, ranged attacks, bosses, or other mechanics beyond this close-range pulse. Display a fixed HUD over the game. In the upper-left, show a rounded dark translucent panel with a thin cyan border and subtle cyan glow, uppercase spaced title text "COSMIC RIFT", a large white counter reading "Rift Energy: 0" that updates as enemies are defeated, and a green shield readout initially showing "Shield: 100%". Keep the shield green above 35%; turn it pale red when it drops to 35% or below, and clamp the displayed value at 0%. Near the bottom center show the control hint: "WASD / arrows to move • Space to jump • E or tap Pulse to attack". At the bottom center provide two rounded buttons: a cyan "Pulse" button and a green alternate "Shift Form" button. Make the overlay responsive and ensure the action buttons remain touch-friendly. When shield reaches zero, stop active play and show a centered dark translucent game-over overlay titled "Rift breach", with the message "The arena fell", the final text "Rift Energy collected: [score]", and a button labeled "Re-enter the rift" that restarts the game. Use a polished low-poly aesthetic, no menus before gameplay, no extra HUD meters, and no debug text.