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Arcade › Crowd Clash
Steer a growing swarm across a tiled arena, scoop up fighters, and charge through booster gates to swell your numbers. Hunt smaller moving crowds, avoid stronger ones, and climb past Finn, Liam, and Owen on the leaderboard.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crowd Clash yet. Play it, then tell Oleg Sidorkin what you would add next.
Crowd Clash was built by Oleg Sidorkin 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 Crowd Clash 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 3D arcade crowd-battle io game titled “Crowd Clash.” Use a high-angle, slightly perspective follow camera looking down over the player and a large flat circular arena. The arena floor is vivid green with a repeating white diamond/tile pattern, a darker green circular boundary ring, and small alternating white/yellow cone markers around the edge. Use bright, friendly low-poly/mobile-game visuals, soft shadows, light blue background/fog, and a clean compact HUD. The player controls a blue crowd named “Player,” starting at the arena center with 7 chunky low-poly soldier fighters. Render individual visible fighters in loose expanding formations around the crowd center, with a blue circular translucent ground disc/ring and a floating label above them reading “Player 7” (updating with the count). Use low-poly soldier characters if available; include a primitive fallback made from a capsule body, skin-colored head, and small sword. Add a bright small marker above each fighter’s head. The crowd’s disc/ring grows with its count, and show up to roughly 160 visible fighters even if the numerical count is larger. Before play begins, show the objective in a dark translucent rounded panel at the upper left: “Steer your crowd. Recruit allies, hit boosters, and smash smaller groups.” Show a large dark translucent rounded LEADERBOARD panel at upper right listing the highest active crowds by count, with the player row highlighted yellow. Initially include rivals Finn (18), Liam (12), Owen (25), and Mia (9), each as a differently colored moving crowd with a floating name/count label: Finn coral/red, Liam purple, Owen orange/yellow, Mia pink. Display a prominent rounded yellow “Start Battle” button at the bottom center. On touch devices show a translucent circular virtual joystick at bottom left; hide or show controls responsively. The leaderboard should continuously sort active crowds by count, while keeping Finn, Liam, Player, and Owen represented when they are alive. Controls: desktop WASD or arrow keys steer the player; clicking or dragging on the arena sets a world-space point for the player to move toward. Mobile uses the left virtual joystick, and touching the start button or joystick begins the game. Movement direction should be smooth, and crowd speed should depend on size: smaller groups move faster, while large armies are slower, giving small groups an evasion advantage. Keep crowds inside the arena and slow them when moving toward the boundary. Scatter 26 neutral recruit pickups across the arena at random positions. Each is a small pale/white soldier with a floating “+1” through “+4” label, gently rotating/bobbing. When any crowd reaches one, remove it, add its displayed amount to that crowd’s count, and emit a short burst of colored square particles. Place four green booster gates around the arena, each made of two posts, a top beam, and a glowing translucent pane. Label them “Booster +36,” “Booster +21,” “Booster +18,” and “Booster +40.” When any crowd passes through a gate, hide/remove it, add its exact bonus to that crowd, and emit a larger bright green particle burst. Gates and recruits can only be collected once. Make rival AI crowds roam the arena and react imperfectly. They should seek nearby recruits and unused booster gates, chase smaller crowds when substantially stronger, flee larger crowds, and sometimes hesitate or make bad turns; smaller groups should be faster. Rival crowds should avoid/circle one another imperfectly, bounce from arena limits, and be somewhat cornerable near walls. Allow any two crowds, not only the player and enemies, to clash. When similarly sized crowds collide, both lose about 12% (at least one) and are shoved apart with red square skirmish particles. When one crowd is clearly stronger, the stronger crowd absorbs about 58% of the weaker crowd’s count and the weaker rival is removed. If the player is the weaker crowd, subtract a loss based on the stronger crowd (at least 2), increase the winner by part of that loss, bounce them apart, and show red particles; if the player reaches 1, show “Player KO” above it and end active play. Use only one decisive clash per frame so battles are readable. While the battle is active, periodically spawn additional named/colorful AI crowds from arena edges if the enemy roster has room, with names such as Nora, Ava, Eli, Zoey, Kai, Milo, Ivy, or Theo and starting counts around 6–17. Give newcomers a brief spawn grace period and a colored particle burst. Keep the camera smoothly following the player, positioned high and behind it, and update all floating labels to track their crowds. Add subtle fighter bobbing/turning, soft shadows, and brief red/colored particle effects for pickups, gate collection, spawning, and battles. Do not add weapons, shooting, health bars, timers, currency, or other mechanics not described here.