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Dash Pop Battle

  • 3d
  • arcade
  • arena-battle
  • action
  • collectathon
  • boss-fight
  • mobile
  • mascot
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. Elijah Aparicio built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dash Pop Battle yet. Play it, then tell Elijah Aparicio what you would add next.

Make your own game

Dash Pop Battle was built by Elijah Aparicio 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 Dash Pop Battle 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 Dash Pop Battle

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 a fast arcade 3D arena battle titled “Dash Pop Battle” using Three.js or an equivalent real-time 3D engine. Use a third-person, elevated perspective camera that follows the player from behind: the camera is roughly 10.5 units above and 13.5 units behind the player, smoothly tracking as the player moves, looking toward the player and the arena floor. Keep the scene framed like a compact mobile arcade game.

Arena and visuals: build a square blue arena about 26 units wide, with a slightly raised dark-blue floor, a visible fine cyan/blue grid, and thick yellow-gold rails around all four edges. The background beyond the arena is very dark navy with subtle fog. Use bright stylized lighting, soft shadows, glossy/plastic materials, and saturated toy-like colors. Scatter exactly 12 floating golden torus rings around the arena in a loose radial pattern at varying distances (roughly 5–9 units from center), each hovering slightly above the floor, rotating and bobbing gently. The overall look should be polished, colorful, and reminiscent of a 1990s mascot arcade platformer without using any copyrighted character or asset.

Player: control an original small blue spiky speedster. Model it from simple rounded 3D parts: blue rounded torso and head, multiple dark-blue cone-like quills/spikes projecting from the back, small pointed ears, tan muzzle and belly, large white eyes with dark pupils, pale arms and gloves, and bright red blocky shoes with white stripes. Place the player near the front/near side of the arena at the start. The character bobs subtly while idle or moving and turns to face its movement direction. Movement is planar on the X/Z floor, with Arrow keys or WASD, at about 8.5 units/second, clamped inside the arena. Normalize diagonal movement.

Dash/spin attack: Spacebar or the mobile DASH button activates a short dash lasting about 0.38 seconds, making the player move about 1.9x faster and visibly enlarge/pulse slightly. The dash is the player’s attack: colliding with a normal enemy while dashing defeats it, and colliding with a boss while dashing removes one boss HP. A dash ends when it hits a boss or normal enemy. The player has 3 HP, receives brief invulnerability and knockback after damage, and should blink during invulnerability.

Core objective and progression: start with 0/12 rings and a 60-second countdown. Collect all 12 rings by moving into them; collected rings disappear and increment the counter. Reaching 4, then 8, then 12 rings starts boss waves. The player wins only after collecting all 12 rings and defeating the final (third) boss wave. The player loses if HP reaches zero or the timer reaches zero.

Normal pop-up enemy: while no boss is active, periodically spawn an original red rounded astronaut/crewmate-like enemy at a random position 4–12 units from the player, clamped inside the arena. It rises up from below the floor, rotates slowly, and remains for about 2.6 seconds before disappearing. Give it a red capsule body, two red legs, a side/back pack, and a small glossy cyan visor. Touching it without dashing damages and knocks back the player; dashing into it makes it pop/disappear and displays a brief “BONK!” feedback message. Do not spawn this enemy during boss waves.

Boss waves: at each ring threshold, hide the normal enemy and spawn a much larger dark crimson version of the astronaut-like enemy, with a cyan visor, side pack, and two small yellow horns. Display its current HP in the HUD. Wave 1 has 3 HP, wave 2 has 4 HP, and wave 3 has 5 HP. The boss starts near the far side of the arena and continuously chases the player at about 1.25 units/second plus 0.35 per wave. The player must dash into it repeatedly to drain its HP. Contact without dashing damages the player. Every roughly 2.15 seconds, decreasing to a minimum interval of 0.8 seconds on later waves, the boss emits a bright yellow expanding torus shockwave centered on itself; animate the ring outward and fade it over about 1.45 seconds. A shockwave damages the player once when it reaches them, so the player should dash in to attack and back away to evade the expanding ring. Defeating a boss hides it and clears active shockwaves, then resumes normal pop-up enemies until the next threshold. Show short center-screen feedback such as “DASH BATTLE!”, “+RING”, “POP-UP!”, “BOSS READY!”, “BOSS WAVE 1!”, “SHOCKWAVE!”, “BOSS HIT!”, “WAVE CLEAR!”, “OUCH!”, “BOSS BONK!”, “ZAP!”, “YOU WIN!”, and “BUSTED!” at the appropriate events.

HUD and controls: overlay a readable white HUD with dark translucent panels. At the top left show “RINGS 0 / 12”; when a boss is active show a yellow “BOSS current/max” panel near the center; at top right show “HP 3 · TIME 60”. Include a help panel near the upper left explaining: “Arrow/WASD to run. Space or DASH to spin-attack. Grab rings to trigger boss waves, dodge shockwaves, and dash into enemies when glowing.” On touch devices, place a blue directional D-pad at bottom left with up/left/right/down buttons and a large round yellow-orange DASH button at bottom right. Buttons should visibly depress when pressed. Keyboard controls remain available. On game over, show a prominent blue RESTART button, and allow the R key to restart. Use responsive sizing for portrait and landscape screens, preserve pointer/touch interaction, and keep the camera and HUD legible on mobile.

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