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Floppy Ninja

  • 3d
  • action
  • ragdoll
  • arcade
  • arena
  • low-poly
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Floppy Ninja yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Floppy Ninja was built by Oleg Sidorkin 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 Floppy Ninja 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 Floppy Ninja

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.

Rebuild a playable third-person low-poly 3D arena game titled “Floppy Ninja.” Use Three.js ES modules, with a pale sky-blue background and light fog. The camera is a smooth over-the-shoulder/third-person perspective that follows the purple-and-yellow player ninja, looking toward the player and the nearest living enemy; keep the small floating arena visible. Add mild camera shake on impacts and briefly slow time when the player hits an enemy.

The arena is a set of small clean white block platforms suspended in the blue void: a main rectangular platform centered at (0,0), approximately 13 by 10 units; a 4-by-4 platform to the left, a 4-by-4 platform to the right, and a narrow 5-by-3 rear bridge platform. Characters stand on their platform tops and fall under gravity when pushed beyond an edge. Scatter roughly 22 small pale-white block/crate pieces around the main platform, with random sizes and rotations. Impact attacks spawn additional tiny white and yellow cubic debris that flies upward, spins, bounces briefly, and disappears.

The player is a stylized capsule/sphere ragdoll ninja, colored purple on the body and hood, with a peach face/head, yellow visor/face plate, yellow belt and yellow arms, dark navy legs, and a pale blade with a yellow guard held at the right side. Build the character from simple low-poly capsule, sphere, and box meshes. Give the four limbs springy procedural motion driven by movement speed and a sine-wave idle animation so the ninja looks floppy. Place a floating billboard-like bar above the player: a green health bar over a yellow dash-charge bar.

Spawn five red enemy imposter ragdolls at the positions around the platforms. They use the same simple floppy capsule/sphere construction, but have red bodies, red hoods and limbs, dark-red heads/trim, and dark-red visor details. They continuously chase the player, turn toward them, move when farther than about 1.8 units away, and bump the player at close range. A bump pushes the player and causes damage/knockback. Enemies can be knocked into the air and off the platforms.

Core goal: defeat all five red ragdolls by sword-knocking them away, ideally launching them into the void. The player’s sword attack is a short timed swing with a visible broad animated arc: pressing Space starts a swing, gives a small forward impulse, and has a cooldown of about 0.42 seconds. During the active middle of the swing, hit enemies within roughly 1.25 units of the sword tip or 1.55 units of the player. Each hit applies strong horizontal knockback, upward launch, around 28 damage, a hit flash, tumbling rotation, screen shake, brief slow motion, and a burst of debris. Enemies have roughly 40–60 health depending on spawn, and die/explode into a floppy falling ragdoll once health reaches zero. If a living enemy falls below the arena, count it as defeated too and launch its ragdoll/debris. Increment the score exactly once per defeated enemy. Show “BONK!” after a normal defeat, “CLEAR!” when the last one is defeated, then “YOU WIN.”

Movement uses WASD or arrow keys. Normalize the movement vector, accelerate the player across the platform, face the direction of travel, and apply strong friction so movement feels arcade-like. Holding Shift performs a dash/lunge in the facing/movement direction while dash charge remains; drain the charge while held and regenerate it when not dashing. The dash should increase acceleration/forward impulse rather than teleport. Enemies use the same gravity and edge/platform detection. If the player is knocked or walks off and falls below y=-8, end the game and show “YOU FELL.” On game over, allow R to reset the fight, restore the player and all five enemies to their spawn points, restore health/charge, clear their velocities and ragdoll states, reset the score, and show “FIGHT.”

Use lightweight custom impulse/gravity simulation rather than a physics engine: gravity, horizontal damping, platform-top landing checks, knockback velocity, and falling/tumbling rotations. Make limbs visibly spring and flop from sinusoidal drive and attack kicks. Use bright soft directional/hemisphere lighting and shadows, flat pale-blue void, white platforms, and simple saturated low-poly forms for a comedic minimal style.

HUD: place a translucent dark blue-gray rounded panel in the upper-left with the bold spaced title “FLOPPY NINJA” and the instruction text “WASD / arrows move • Space swings • Shift lunges • knock red ragdolls into the sky.” In the upper-right show a matching rounded translucent score badge reading “0 / 5” initially and updating as enemies are defeated. Center temporary large white messages such as “FIGHT,” “BONK!,” “CLEAR!,” “YOU WIN,” and “YOU FELL.” On touch/coarse screens, show large translucent white rounded controls along the bottom: a four-direction pad with up/down/left/right arrow buttons at lower left, and stacked “SWING” and “DASH” buttons at lower right. Buttons should support press-and-hold movement/dash and trigger the corresponding keyboard-equivalent actions. Keep the canvas full-screen and responsive.

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