Skip to content

Arcade › Dino Crisis World

Dino Crisis World

  • 3d
  • third-person
  • survival
  • shooter
  • jungle
  • dinosaurs
  • arcade
0
Remix it Discord

3 plays

How to play

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

Discussion

Nobody has said anything about Dino Crisis World yet. Play it, then tell John McCall what you would add next.

Make your own game

Dino Crisis World was built by John McCall 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 Dino Crisis World 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 Dino Crisis World

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-playable 3D third-person survival shooter called “Dino Crisis World.” Use Three.js with a perspective follow camera, soft shadows, ACES-style tone mapping, a turquoise sky/background with atmospheric fog, and a circular green jungle arena. The camera follows behind and above the player, looking slightly ahead in the direction they are aiming. On the title screen, keep the arena visible with a slowly orbiting/rotating large evolved flying dragon showcase model in the scene, and show a dark translucent green bottom-centered card with a gold border, the large gold title “Dino Crisis World,” the description “A full 3D jungle arena: collect amber, fight bio-dinos, and reach the rescue flare.”, and a rounded gold “Start Expedition” button. The visual style is colorful, polished low-poly/cartoon 3D jungle adventure: saturated greens, gold/yellow collectibles and UI, dark green translucent HUD panels, rounded buttons, and strong readable typography.

The playable scene is a circular green ground arena about 52 units across, with a blue-green shallow ring/moat around its interior edge. Scatter palm trees and cliff rocks around the jungle, including rocks that act as solid obstacles. Light the scene with a bright warm directional jungle sun and a soft cool hemisphere light. The player is a small stylized human survivor centered in the arena: green capsule-like body, yellow rescue vest, tan spherical head, and a dark handheld blaster. Start the player near (0,0,5), with 100 health and a movement speed of about 10.5. The player can move only within the central portion of the arena and cannot pass through the rock obstacles; rotate the survivor to face the current aim direction.

Core loop: each wave places exactly five glowing amber fossil pickups around the arena in a circular pattern at roughly 9 or 16 unit radius. Amber pickups are bright orange-gold glowing octahedral gems hovering above the ground, slowly rotating and bobbing, with a small orange point-light glow. Collect a pickup by moving within about 1.6 units: hide it, increase amber by one and score by 20, and show a brief “Amber fossil recovered” message. Begin at Wave 1. Each wave spawns 2 + wave ordinary bio-dinos, up to 8, at the outer edge around a radius of 21–24 units. Waves 1 and 2 advance automatically when all five amber are collected: clear remaining enemies, increment the wave, and spawn a new set of five pickups and enemies. At Wave 3 also spawn one larger evolved Alpha/boss bio-dino. After collecting all five amber during Wave 3, reveal the rescue flare at (0,0,-18): a rotating gold ring on the ground with a translucent vertical golden light beam. Show “Rescue flare active — reach the golden beam!” The player wins by entering the flare area within about 2 units, changing the HUD state to “Rescued” and showing a centered end card explaining that they escaped with their score and amber fossils plus a “Play Again” button.

Enemies should use animated Quaternius Ultimate Monsters Dragon.glb for ordinary escaped bio-dinos and Dragon_Evolved.glb for the Alpha/boss when available, with animated flying/idle or fast-flying clips. If external models fail to load, use a simple fallback low-poly red/brown bio-dino made from capsule body and cone head shapes. Ordinary dinos should be reddish-brown, have about 18 + wave*8 health, move at about 3.25 + wave*0.24, and have a collision radius around 0.85. The Alpha should be larger, have about 70 + wave*22 health, move at about 2.6 + wave*0.2, and have radius 1.35. All enemies continuously chase the player, rotate toward the player, and bob subtly. Contact damages the player: ordinary enemies deal 8 health and the Alpha deals 16, with a roughly one-second damage cooldown and a brief red screen flash. Killing an ordinary dino gives 30 points plus 3 points for each projectile hit; killing the Alpha gives 120 points plus hit points. Show short messages such as “Bio-dino neutralized” and “Alpha bio-dino down!”

The player fires bright glowing amber pulse projectiles from the blaster in the aim direction. Projectiles are small yellow-orange emissive spheres, travel about 24 units/second, live about 1.25 seconds, and fire no faster than once every 0.22 seconds. Each shot does 16 + wave*2 damage and disappears when it hits a dino or expires. Play a short laser-like fire sound and a subtle interface click sound for collection/start interactions when audio is available.

Desktop controls: WASD or Arrow keys move; mouse movement aims by raycasting the cursor to the ground plane; click or Space fires. Mobile/touch controls: show two translucent circular virtual joysticks at the bottom corners, with a left “MOVE” knob for walking and a right “AIM” knob for setting the firing direction, plus a rounded orange-yellow “FIRE” button above the right joystick. On coarse pointers display these controls; on desktop show help text instead. Make touch controls prevent page scrolling and support pointer capture/reset.

HUD during play: top-left large stacked gold title “DINO / CRISIS WORLD.” Top-right vertically stacked dark translucent rounded pills showing “Health 100” (decrease to zero), “Wave 1”/current wave, “Score 0”/current score, and “Amber 0/5”/current amber. Center-top brief dark green translucent message banners with pale text announce wave objectives and events. If health reaches zero, stop the game and show a dark green centered end card titled “Expedition Lost,” state that the bio-dinos overran the camp and show the final score, with a “Try Again” button. Preserve responsive sizing for desktop and mobile, hide gameplay title card after starting, and allow restarting to reset health, score, wave, pickups, enemies, projectiles, and extraction state.

More free browser games

Browse the whole Arcade →