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Drift Orb

  • 3d
  • survival
  • collection
  • arcade
  • low-poly
  • third-person
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. tuvshintogs tuvshintogs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drift Orb yet. Play it, then tell tuvshintogs tuvshintogs what you would add next.

Make your own game

Drift Orb was built by tuvshintogs tuvshintogs 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 Drift Orb 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 Drift Orb

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-based 3D low-poly survival-and-collection game titled “Drift Orb” using Three.js. Present a floating circular arena viewed from a smooth third-person, slightly elevated perspective: the camera stays behind/above the player at roughly (player x, 8.6, player z + 9.5) and smoothly follows while looking at the player. Use a dark navy environment with exponential fog and a soft sky-like blue lighting gradient. The arena is a broad, dark blue circular platform with a thick low-poly cylindrical base, surrounded by a bright cyan glowing torus rim. Enable soft directional shadows beneath all objects and use clean, readable low-poly geometry.

The player is a pale cyan/ice-blue faceted icosahedron hovering just above the arena, with a subtle blue emissive material, rotating continuously and bobbing gently. Place a thin translucent pale-cyan torus directly beneath it as a hover/trail ring; make that ring expand slightly with movement speed. The player moves on the arena’s horizontal X/Z plane with momentum and friction rather than instant stopping. WASD and arrow keys accelerate movement in the corresponding directions; holding Shift boosts acceleration/speed by 1.7x. Keep the player inside the circular arena boundary, damping velocity when it reaches the edge. There is no jumping.

Add one collectible at a time: a small glowing blue octahedron that rotates and bobs vertically. It begins near the center but is placed at a random point at least 1.5 units from the center and no farther than the arena’s playable range after collection. When the player comes within about 1.1 units, award 10 points, update the best score, and immediately respawn the collectible at another random location. Add four red hazard drones represented by smooth red spheres with dark red emissive shading and shadows. Each hazard travels continuously around the arena on its own circular path, with a randomized orbital radius between 3.5 and 5.5, speed between 0.8 and 1.6, phase/wobble offset, and slight vertical bobbing. If a hazard comes within collision range of the player, knock the player away by adding a strong outward velocity, subtract 5 points without allowing the score below zero, and trigger a brief hit state of about 0.45 seconds. During the hit, flash/tint the player toward pale red and then fade back to cyan. Hits never kill the player: there is no health bar, no lives, no game-over screen, and the game always remains playable. The only way to restart the run is pressing R, which resets score to zero, returns the player and velocity to the center, clears hit state, and relocates the orb.

Use a dark translucent HUD overlay with large white text. Show the title “Drift Orb,” “Score: 0” (updated live), “Best: 0” (the highest score reached during the current session), and a status line that normally reads “Status: Invincible” and temporarily reads “Status: Hit — still alive” while hit feedback is active. Include a controls/help panel reading “WASD / Arrows – Move,” “Shift – Boost,” and “R – Reset,” plus a short cyan explanatory line indicating that the player cannot die. Keep the interface responsive over the full-screen canvas and ensure the canvas resizes to the browser window. The visual tone should be calm and polished despite the hazards: navy arena, cyan player/edge glow and collectible, vivid red hazard spheres, simple shadows, fog, and readable HUD. Expose game-state accessors equivalent to window.getGameState() and window.setGameState() for live inspection/control, with gameOver always false and paused false.

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