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Arcade › Eye of the Void

Eye of the Void

  • 3d
  • arcade
  • collectathon
  • cosmic
  • survival
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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. Dede Ware built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Eye of the Void yet. Play it, then tell Dede Ware what you would add next.

Make your own game

Eye of the Void was built by Dede Ware 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 Eye of the Void 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 Eye of the Void

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 small browser-based 3D arcade collection game titled “EYE OF THE VOID” using Three.js or an equivalent 3D engine. Use a fixed elevated perspective camera: a 55-degree perspective camera positioned around (0,18,15), looking down toward the center of a circular arena. The playfield is a dark, almost black-purple cylindrical disk about 20 units across, slightly raised from the void, with a thin glowing violet torus marking its circular boundary. Keep the scene surrounded by a deep cosmic backdrop using the supplied hand-painted 360 cosmic sky image as an equirectangular background/environment; add purple-tinted fog, soft lavender hemisphere lighting, and a directional lavender light for a moody space-fantasy appearance. The visible aesthetic should be minimal neon cosmic arcade art: dark violet surfaces, lavender/pink glow, cyan stardust, and magenta hazards.

The player is a small glowing stardust pilot: a bright pale-lavender emissive sphere roughly 0.48 units in radius, surrounded by a thin, semi-transparent pink-lavender horizontal halo ring. Place it initially near the front edge of the arena at approximately (0, 0.65, 7). Continuously rotate the player and its halo, and gently pulse the sphere’s emissive glow. The player moves across the arena plane in four directions at a constant speed of about 6 units per second. Support WASD and arrow keys: W/up moves toward negative Z, S/down toward positive Z, A/left toward negative X, and D/right toward positive X. Normalize diagonal movement and clamp the player inside approximately x/z = -9.2 to 9.2. On touch devices, show a translucent 3x3 directional pad at the lower right with only up, left, down, and right buttons; pointer hold should move continuously and release should stop movement. Hide the touch pad on wider desktop screens.

At game start, create exactly 12 collectible stardust objects, each a small cyan/blue-white glowing sphere about 0.18 units in radius, distributed at random positions on the arena within radii 2 to 9 from the center, at y about 0.55. Rotate collectibles for visual motion. When the player comes within about 0.75 units of one, remove it, increase the score by one, and update the HUD. The win condition is collecting all 12. On winning, stop gameplay and show a centered overlay reading “THE EYE HAS OPENED” with the subtext “You gathered enough stardust to escape the void.” and a visible RESTART button.

Also create exactly 7 moving void hazards called void tendrils, represented visually by dark magenta/purple glowing low-poly icosahedron shapes about 0.55 units in radius. Distribute them randomly on the arena within radii 2 to 9 at y about 0.55. Give each an independent random horizontal velocity between roughly -0.7 and 0.7 on X and Z; move them continuously, reverse their respective velocity when they reach about +/-9, and rotate them while moving. If a hazard comes within about 0.9 units of the player, subtract one life, grant about 1.2 seconds of invulnerability, and reset the player to (0, 0.65, 7). During invulnerability, blink the player on and off. Start with 3 lives. If lives reach zero, stop gameplay and show a centered overlay reading “THE VOID CONSUMED YOU” with the subtext “The tendrils found your light.” plus the RESTART button. Restart should reset the page/game to its initial state.

Overlay a fixed HUD above the 3D scene. At the upper left, show the large bold spaced title “EYE OF THE VOID” in pale lavender, and beneath it show “Stardust 0 / 12 · Lives 3”, updating the numbers during play. At the bottom center show the small hint “WASD / arrows to steer · collect the stardust · avoid the void tendrils”. End-state messages should be centered around the upper-middle of the screen with a dark readable shadow, and the restart button should be below them with a violet border, dark purple background, rounded corners, and white bold text. Use responsive sizing, a dark #090316-like page background, no scrolling, and a full-viewport canvas. Do not add weapons, shooting, enemies beyond the seven moving collision hazards, power-ups, levels, timer, minimap, or other mechanics not described here.

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