Arcade › Devilfall Survival
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MR. MAJNU built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Devilfall Survival yet. Play it, then tell MR. MAJNU what you would add next.
Devilfall Survival was built by MR. MAJNU 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 Devilfall Survival 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 top-down survival action game titled “Devilfall Survival.” Use a dark cinematic fantasy valley rendered in Three.js-style low-poly assets: a deep navy/black background with fog, purple-blue ambient lighting, warm orange campfire light, and soft neon accents. The camera is a perspective top-down follow camera centered on the player, showing a broad outdoor playfield with a dark green ground and a long brown path running through it. Populate the environment with trees, rocks, barrels, a house, a closed tent, a campfire, a sign, and a fortified castle defense area made of grid-like stone walls, towers, a gate, bridge, stairs, flags, a catapult, and castle trees/rocks. Use visible cast shadows and glowing lighting for a polished fantasy-survival look. The player is a dark, stylized humanoid hero/avatar placed near the lower side of the castle path. The hero moves freely in the X/Z plane with WASD or arrow keys, and also support the on-screen mobile joystick/control system. The player can sprint with Shift and jump with Space through the control system. Aim/fire attacks with mouse input, Space as shown in the instructions, or by holding a large circular “FIRE” button at the lower-right on touch/mobile. Firing should have a short cooldown (about 0.22 seconds), automatically target the nearest devil within roughly 34 world units when one is available, and otherwise fire forward. Represent each attack as a fast cyan/blue glowing energy orb that travels toward the target and deals 45 damage on impact. Spawn low-poly red/dark devil enemies around the player, initially 18–24 units away, and have them chase the player. Begin with wave 1; spawn up to 5 + 2 per wave enemies, capped at 18, with spawn intervals becoming slightly faster as waves rise. Devils have 80 base HP plus 10 per wave, move at about 1.1 units/second with a small wave scaling, and attack when within about 1.55 units, damaging the player for 7 health every 0.8 seconds. The player starts at 100 health. When a devil dies, award 150 score, increment kills, remove it with a burst of pink particles, and drop a floating golden/orange glowing octahedral energy crystal at its location. Crystals rotate and bob; collecting one within about 1.6 units awards 50 score and removes it with a gold particle burst. Include small colored particle bursts for hits, kills, and pickups. Implement the mission progression actually shown by the game: Mission 1 is “Camp को बचाओ” and lasts 45 seconds; when its timer expires, advance to Mission 2 and display a toast such as “New mission: 3 energy crystals ढूँढो!” Mission 2 is “Crystals collect करो,” visually showing the current crystal count out of 3; after at least 3 kills have occurred and all currently dropped crystals have been collected, advance to Mission 3 with a toast such as “Final mission unlocked!” Mission 3 is “Devil Lord को हराओ”; complete the game in victory when kills reach wave × 5. Increase the wave and show a “Wave N शुरू!” toast whenever kills reach each multiple of 8, up to wave 8. End in GAME OVER if health reaches zero; show VICTORY after Mission 3 completion. Both end screens should show a short Hindi/English message and Score and Wave, with a PLAY AGAIN button that reloads/restarts the game. Build the HUD as fixed translucent dark glass panels with thin blue-purple borders and rounded corners. At the upper-left show “Mission 1/2/3,” the current Hindi mission text, and a horizontal health bar with a dark red track and pink-to-orange gradient fill. At the upper-right show “Wave N · Score N” and “Devils N.” Put a small fading toast below the top HUD for mission/wave notifications. At the bottom center show the instruction “Move with joystick / WASD · FIRE दबाकर रखो.” Put the glowing circular FIRE button at bottom-right. Before play begins, cover the scene with a centered dark radial-gradient overlay and a rounded dark card with a purple border/glow. The card should say “DEVILFALL,” explain in Hindi/English that this is an original survival adventure where the hero defeats the devil army, collects crystals, and completes missions, show desktop controls “WASD / arrows move · mouse या FIRE से attack · Shift sprint · Space jump,” and provide a prominent pink-to-purple “START SURVIVAL” button. Keep all text and overall presentation faithful to this bilingual neon fantasy UI.