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Arcade › Frostline Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ruan Roberto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frostline Arena yet. Play it, then tell Ruan Roberto what you would add next.
Frostline Arena was built by Ruan Roberto 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 Frostline 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 portrait-oriented, top-down 3D arena survival shooter titled “Frostline Arena.” Use an orthographic camera looking straight down at a circular dark navy-blue arena floor, with a thick glowing/translucent icy cyan ring around the perimeter. Keep the scene minimal and wintry: deep blue background, cool cyan lighting, subtle fog, and soft shadows. Place two industrial vertical barrier obstacles near the upper-left and upper-right inside edge of the arena; they should look like pale metal/ice posts with yellow-black hazard stripes, based on the visible fixed barrier assets. The player is a small stylized low-poly cyan/ice-blue character near the lower portion of the arena. Build it from a faceted short cylinder/body with a slightly wider base and a bright pale visor/front panel. The player moves in the X/Z plane with WASD or a virtual joystick, at a steady speed, and cannot leave the circular boundary or pass through ice walls. Rotate the character toward its movement direction. The camera follows/centers on the player while maintaining the straight-down orthographic view. Spawn five pink/red low-poly enemy bots initially around the upper half of the arena. Each enemy is a squat faceted cylinder with a dark magenta emissive body and a small bright pink/red horizontal eye or visor. Enemies continuously chase the player. They stop/are blocked by ice walls, and damage the player while within close range. Each enemy has 3 hit points; when destroyed it disappears and awards 100 points. Continue spawning additional enemies around the arena edge at intervals, with the interval gradually becoming shorter over time but never below 2.5 seconds; cap the active enemy list by removing the oldest when it exceeds 16 entries. The player fires small glowing pale-cyan spherical projectiles. On desktop, press Space to shoot in the forward/upward direction from the player; on touch, tap the arena (except the lower control regions) to fire toward the tapped world position. Shots travel quickly in a straight line, expire after roughly 1.4 seconds, and reduce an enemy’s health by one on contact. Limit firing with a short cooldown of about 0.22 seconds. There is no reload or ammo counter. Add a temporary ice-wall ability controlled by tapping the lower/right part of the touch screen. Place a translucent light-cyan rectangular ice barrier on a coarse grid at the tapped location, with a glowing blue tint and fading opacity. Allow at most six walls at once; each lasts 8 seconds, then disappears. Walls block player movement and enemy chase movement. On touch screens, show a left virtual joystick: dragging in the lower-left area controls movement, and show a separate lower-right control area labeled for ice (“GELO”). The exact interaction should distinguish lower-left touches for joystick, upper/middle arena taps for shooting, and lower/right taps for placing an ice wall. The HUD should be a fixed overlay in Portuguese, matching the visible design: a semi-transparent very dark rectangular header across the top, large white title “FROSTLINE ARENA,” cyan “Pontos 0” (updated score), and a green/cyan “Vida 100” (updated health). Beneath it display the instruction line: “Mover: WASD / joystick • Atirar: toque na arena • Parede de gelo: toque embaixo”. At the bottom, draw two large thin cyan outlined circular touch controls, labeled “MOVER” on the left and “GELO” on the right; show a filled translucent joystick knob that follows the left drag. Keep all UI crisp and screen-fixed above the 3D scene. Start health at 100. Enemy contact drains health continuously at about 22 points per second. When health reaches zero, stop gameplay and overlay a dark translucent full-screen panel with centered white text “FIM DE JOGO” and “Recarregue para jogar outra rodada.” Maintain the cool blue, cyan, pink, low-poly arcade aesthetic, with no extra menus, powerups, weapons, or mechanics beyond those described.