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Cricket Riot Arena

  • 3d
  • top-down
  • arcade
  • wave-survival
  • cricket
  • combat
  • endless
0
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How to play

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

Discussion

Nobody has said anything about Cricket Riot Arena yet. Play it, then tell Matthew Johnson what you would add next.

Make your own game

Cricket Riot Arena was built by Matthew Johnson 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 Cricket Riot Arena 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 Cricket Riot Arena

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-based 3D top-down arcade wave-survival game titled “Cricket Riot Arena.” Use Three.js or an equivalent real-time 3D engine. The camera should be a perspective camera looking down from above at an angle, centered smoothly on the player; the camera sits roughly at a high y position with a z offset and follows the player, with mild screen shake on impacts. Render a dark charcoal background with fog, soft shadows, directional sunlight, and a rectangular cricket arena measuring about 44 by 32 world units. The arena floor is a muted dark green, with a long tan cricket pitch strip running vertically through the center. Surround it with raised chunky gray boundary walls. Place six brown rectangular wooden crates around the field as solid obstacles, and four orange traffic-cone-like hazards, each with a glowing yellow circular ring; hazards pulse slightly and damage the player on contact. Keep the visual style low-poly, colorful, cartoon arcade combat, with translucent modern HUD panels and bright particle bursts rather than gore.

The player is a stylized cricket batter in the center: a cyan-blue capsule-like body, white spherical helmet, wooden tan bat held to one side, and a faint cyan ring aura at the feet. The player has 100 health, moves at about 12 units/second, collides with the boundary and crates, and faces the mouse-aim direction. Support WASD and arrow-key movement. Aim with mouse movement projected onto the arena; clicking or pressing Space performs a bat swing. On mobile, show a virtual left joystick for movement/aim, a Swing button, and a Six Smash button. The normal swing has a short cooldown, reaches enemies within about 3.2 units, only hits enemies in front of the player based on aim direction, deals 22 damage, stuns briefly, and knocks them backward. Show white impact particles for the regular swing.

Survive endless sequential waves. Wave 1 begins with 5 + wave*3 enemies (8 on wave 1), spawned gradually from the four arena edges; after all enemies are defeated, wait about 1.8 seconds, heal the player by 18, increment the wave, and start the next wave. Each later wave increases enemy health slightly and adds enemy variety: wave 1 has Guards; wave 2 adds Sprinters; wave 3 adds Shields; wave 4 adds Throwers. Enemies chase the player and collide with obstacles. Guards are blue, baseline chasers with speed 4.4, 24 base health, 9 contact damage, and 15 points. Sprinters are red, faster fragile chasers with speed 6.2, 16 base health, 8 damage, and 20 points. Shields are dark/navy, slower and tougher with speed 3.0, 48 base health, 13 damage, and 30 points; visibly give them a gray rectangular shield. Throwers are green, speed 3.8, 20 health, 6 contact damage, and 25 points; they try to keep distance when close and periodically throw/ranged-chip the player for 5 + current wave damage when within 12 units, with green particles. All enemies can be represented as capsule bodies with orange spherical heads. They should attack on proximity with cooldowns, and the player has brief invulnerability after taking damage.

Defeated enemies burst into yellow particles and award their configured score. Successful bat hits build the special meter by 9 per enemy hit, and kills add 7 more, capped at 100. When full, the player can press E or the mobile Six Smash button to trigger “Six Shot Smash”: consume the full meter, use a larger radial attack with roughly 6.2-unit reach that ignores facing, deals 48 damage, stuns longer, and applies a much stronger knockback; emit a large yellow/orange particle burst and camera shake. A full meter should visibly make the player aura brighter.

Build the HUD as follows: at the top left, a long rounded health bar with a dark frame and pink/red gradient fill; next to it rounded dark translucent pills labeled “Score 0,” “Wave 1,” and “Enemies 0” (the enemy count should include active enemies plus those still queued to spawn). At the lower left, show a pill reading “Six Shot Smash charging” or “Six Shot Smash READY,” above a yellow-to-orange horizontal special meter. On desktop, center a bottom hint reading “WASD move • Click / Space swing • E Six Shot Smash • R restart.” On coarse-pointer/mobile layouts, hide that hint, move the special meter higher, and show the joystick and buttons. Start with a centered dark translucent rounded modal card titled “Cricket Riot Arena,” explanatory text about top-down wave survival, the bat, hazards, and building the Six Shot Smash, plus a bold controls line and a yellow “Start Wave 1” button. Hide it after starting. If health reaches zero, stop gameplay and show a centered “Game Over” card stating the reached wave and score, with restart instructions and a Restart button; pressing R or restart should reset score, wave, health, special, player position, and enemies. Include a responsive resize handler and prevent the browser page from scrolling during touch controls.

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