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Arcade › CrossThrough

CrossThrough

  • 3d
  • arena
  • brawler
  • local-multiplayer
  • battle-royale
  • capture-the-flag
  • king-of-the-hill
  • collectathon
  • arcade
0
Remix it Discord

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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. Dominic Bonura built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about CrossThrough yet. Play it, then tell Dominic Bonura what you would add next.

Make your own game

CrossThrough was built by Dominic Bonura 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 CrossThrough 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 CrossThrough

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 “CrossThrough” as a single-screen, local multiplayer/simulated-party 3D arena brawler. The game opens on a dark navy futuristic menu over a mostly empty Three.js canvas. Use a top header with the title “CrossThrough” at left, party status in the center (“Not in a party” or a simulated six-character party code), and persistent coins at right. Put a rounded dark translucent control panel in the lower-left/center titled “Party + Mode.” It must include Create Party, a party-code field/button labeled CODE, and Join Party controls; a Players slider (default 6, supporting up to 12 simulated players), a Local Humans dropdown (1 WASD by default, with options for additional local humans), a Mode dropdown, a map dropdown, a character dropdown, an Unlocks button, Start Match, and Reset Progress. Display helper text explaining that a click or keypress enables audio before starting. Persist coins and character unlocks in localStorage. Start with Kyle unlocked; the other selectable characters should unlock automatically when the player’s accumulated match coins reach these costs: Specs (Robot) 20, Gi (Toy Maker) 35, Olivia (Race Car Driver) 55, Ean (Mechanic) 75, Nooch (King of Battle) 120, John (Astronaut) 160, COL. QUACKS (Military Leader) 220, and Scraps (Robot) 300. Bots fill the requested party size, and the party system is explicitly simulated/local rather than networked.

The match is viewed from a fixed elevated perspective: a 55-degree perspective camera positioned diagonally above a square arena and looking toward its center, giving a top-down brawler feel while retaining visible character height and block sides. Render a 32-by-32 dark blue-black square floor with a thin glowing electric-blue border, dim blue ambient lighting, a cool directional light, and dark atmospheric fog. Build the arena from low-poly rectangular walls, lane barriers, pillars, destructible blue cover blocks, and translucent bright-green bush patches. Bushes do not block movement but make players stealthy: hide their nameplate and fade their model while inside. Use circle-vs-AABB movement collision and keep players inside the arena. Include three map layouts: Alpha with outer walls, four long destructible lane blocks, corner bush patches, and scattered pillars; CTF Lanes with symmetric side walls, central cover, horizontal cover, and long central bush routes; and Crater with a more open arena, a ring of destructible cover around the center, and large left/right bush patches. Auto-select CTF Lanes for Capture the Flag and Crater for Battle Royale, otherwise Alpha; also support a random map choice.

Represent up to 12 participants as readable low-poly 3D humanoids or robots, each with a colored team nameplate sprite above them and a soft circular ground shadow. Use procedural primitive characters as a reliable baseline, optionally loading/caching/cloning GLB human and robot models when available. Give the active character these silhouettes: Kyle is a blue kid with a cap and backpack; Specs is a pale robot with glowing cyan eye and antenna; Gi is a warm-colored toy maker with belt and box; Olivia is a red race-car driver with cap and rear spoiler; Ean is a green mechanic holding a wrench; Nooch is purple with beret/crown styling; John is a white astronaut with blue visor and twin oxygen tanks; COL. QUACKS is a green military duck leader with yellow beak, beret and epaulets; Scraps is a bulky pink robot with shoulder plates. Procedural characters should have torso, hips, spherical or box head, arms, legs, and simple swinging limb walk animation plus body bob; loaded GLB models should blend idle/run animations if available. Give characters individual speed and dash values matching their roles, but keep all playable character choices primarily cosmetic/readability-focused.

Support four local control schemes. Player 1 uses WASD to move, Left Shift to dash, and Space for action. Player 2 uses arrow keys, Right Shift, and Enter. Player 3 uses IJKL, U, and O. Player 4 uses TFGH, R, and Y. Bots use simple mode-aware AI and can dash occasionally. Movement should accelerate smoothly, face the movement direction, collide with blocks, and allow a short dash with a cooldown. In non-Battle-Royale modes, action is a close-range quick shove: nearby players are pushed away, with a hit/noise sound. In Battle Royale, action fires a small glowing projectile forward on a cooldown; projectiles damage other players, collide with arena blocks, and can damage/destroy destructible cover. Use simple Tone.js triangle synth/noise feedback for dashes, coin pickup, scoring, shots, hits, eliminations, captures, and match completion, initializing audio after the first click or keypress.

Implement the four modes exactly as follows. Coin Collectors: spawn 26 rotating gold ring coins around free arena positions; players collect them by proximity, gain personal coin score, and another coin respawns elsewhere. The first player to reach 15 collected coins wins. King of the Hill: show a glowing cyan/green circular zone at the arena center; every living player standing within its radius gains hill points over time at 2.5 points per second, and the first to 40 wins. Capture the Flag: divide players between blue Team A and pink/red Team B, spawn them on their side, show glowing circular bases at x=-12 and x=12 and matching flag poles/cloth. Touch the enemy flag to carry it, return it to your own base to score; the first player to 3 captures wins. A carrier’s flag follows them, a dead carrier drops it, and touching a dropped own flag returns it home. Battle Royale: show an orange circular ring outline initially radius 14; after 8 seconds it continuously shrinks, down to a minimum radius of 3.2. Living players outside the ring lose 22 HP per second. Players begin with 100 HP; projectiles do 18 damage, shoves do 14 damage, and eliminated players disappear. The last living player wins. Bots in BR move toward the center when near the edge and otherwise target/shoot the nearest living opponent.

During a match, replace the menu with an in-game overlay. Show a scoreboard listing participants sorted by mode score, with blue/red team-tinted rows, a marker for human players (“(you)”), and values such as “coins N,” “hill N,” “caps N,” or “HP N/OUT.” Show mode-specific help text, a result/winner toast, and controls for going back, restarting, and returning to the menu as provided by the UI. The scoreboard should update during play and announce results such as “Kyle wins (coins)!,” “... wins (hill)!,” “... wins (CTF)!,” or “... wins (BR)!” On match end, award progression coins to local human players: base 3 each, plus up to 10 based on Coin Collector coins, up to 15 based on hill time divided by three, 10 per CTF capture, or 14 if alive/4 if eliminated in BR. Save the total, automatically unlock any newly affordable characters, and show a toast. Keep the overall art direction dark, neon-accented, low-poly, readable, and arcade-like, with navy arena surfaces, electric-blue borders, cyan hill effects, gold collectible rings, orange BR ring, blue Team A, and pink/red Team B.

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