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Arcade › Floppy Ninja Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Goody The dino goodyfan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Floppy Ninja Arena yet. Play it, then tell Goody The dino goodyfan what you would add next.
Floppy Ninja Arena was built by Goody The dino goodyfan 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 Arena 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 browser-based 3D arena game titled "Floppy Ninja Arena" using a bright, simple Three.js-style low-poly presentation. Use a pale sky-blue background with matching fog, soft hemisphere fill light and a strong white directional sun casting soft shadows. Show the arena from a third-person perspective: a large white rectangular center platform with a thick light-gray/white side, plus three separate white elevated/offset platforms around it (left, right, and a rear platform at a higher y position). Place four small yellow circular arena markings on the main platform in a rectangular arrangement. The player is a floppy physics-like ragdoll ninja at the center: purple head/torso/hip pieces, yellow accent arms and head/face area, a purple pointed hood, and a long thin gray sword attached to the right arm. Build the character from separate capsule-like limb meshes connected by springy movement so the limbs wobble and lag rather than behaving as a rigid humanoid. Add three red ragdoll enemies, one starting on each of the left, right, and rear platforms. Their bodies are made from separate red capsule-like pieces with darker red accents. All characters cast shadows. The core objective is to knock every red imposter off the arena/platform bounds. The player moves with WASD or arrow keys: horizontal input uses left/right (A/D or ArrowLeft/ArrowRight), and forward/back input uses up/down (W/S or ArrowUp/ArrowDown). Apply acceleration, damping, gravity, simple floor/platform-like bounce behavior, and floppy spring-following limbs. Press Space to swing the ninja's sword. A swing lasts about 0.55 seconds, consumes 0.3 of an attack charge, and can affect enemies within roughly 3.3 world units and below a vertical distance of about 2.6. Hit enemies should receive a strong outward/upward impulse and brief stun, with one score increment per hit. The attack charge begins full, recharges gradually at about 0.18 per second up to full, and the player cannot swing while a swing is active or with less than 0.25 charge. Enemies use simple AI: they move toward the player when nearby, can apply a small shove/stun when close, and are themselves knocked out when they fall below the arena or beyond the horizontal/world bounds. The player is also knocked out if falling below y=-1.8 or beyond x=11 or z=14. Do not add weapons, collectibles, health, levels, or other mechanics not described here. Use a smooth follow camera that tracks the player from above and behind, looking at a point slightly above the player; it should roughly resemble a perspective camera at about (0, 5.8, 9.8) and ease toward an offset around (0, 4.8, 8.2) from the player. Render with shadows, fog, and clean geometric materials in white, purple, yellow, red, gray steel, and green. Overlay a fixed HUD over the canvas. At top-left display bold uppercase dark-blue text "FLOPPY NINJA ARENA". At top-right display a rounded translucent white badge reading "Imposters: 3", dynamically reducing to the number of red enemies not yet knocked out. Centered near the top, show a rounded horizontal green charge bar with a dark outline that scales from left to right according to the player's attack charge. At bottom-left show a translucent help strip reading "WASD / arrows move · Space swings · knock every red ragdoll off". On desktop, hide touch controls; on narrow/mobile screens, show bottom controls with circular left and right arrow buttons and a yellow rounded rectangular "SWING" button. Buttons should support pointer/touch hold input. When all three enemies are knocked out, stop gameplay and show a large centered message: "ARENA CLEAR — tap Space to restart". If the player is knocked out first, show "KNOCKED OUT — tap Space to restart". Press Space after either game-over state to reset the player and all three enemies to their starting positions, restore the score/charge, hide the message, and resume play. Keep the visual style cheerful, minimal, and arcade-like, with bold system typography and no menus or extra screens.