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Arcade › Gadget Blaster
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Joey LaFleur built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gadget Blaster yet. Play it, then tell Joey LaFleur what you would add next.
Gadget Blaster was built by Joey LaFleur 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 Gadget Blaster 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 playable browser 3D top-down arena survival shooter titled “Gadget Blaster.” Use Three.js (or an equivalent real-time 3D engine) with an orthographic-ish perspective camera positioned high above and behind the player, looking down at a circular sci-fi arena. The arena is a dark navy circular floor about 16 units in radius, with a faint blue outer ring, subtle square grid, atmospheric dark fog, and simple cool-white/blue lighting. Keep the camera smoothly following the player while showing the surrounding arena. The player is a bright cyan glowing capsule standing at the arena center initially, with a small dark sci-fi gun attached to its side/front. Move with WASD or arrow keys; constrain movement inside the circular arena. The player faces the ground point under the mouse cursor and aims with the mouse. Hold left mouse button or Space to continuously fire. Each shot creates a small glowing yellow bolt traveling toward the aim point, with a slight random spread and a rapid fire cooldown of about 0.09 seconds. Bolts disappear after roughly 1.1 seconds or when leaving the arena. A bolt deals one damage to an alien. Aliens are magenta/pink glowing spheres. Spawn around the outer edge of the circular arena and continuously swarm directly toward the player. Begin with six aliens, then maintain increasing pressure, spawning up to roughly 10 plus 2.2 times the current wave. Each alien has 2 hit points initially, with health increasing gradually by wave, and moves at around 2.4 units/second with slight random variation and gradual wave scaling. When an alien reaches the player it bites, dealing 8 damage, with a brief player invulnerability period and a small knockback. Destroyed aliens disappear and add 10 score. The game is endless: survive for a high score. Increase the wave every 25 seconds and spawn an additional burst of aliens; the increasing wave also increases alien durability, speed, and spawn pressure. Add two cooldown gadgets. Press E to trigger EMP Pulse: create a bright cyan expanding ring on the ground centered on the player, expanding to radius about 7.2 over 0.45 seconds and fading out. Immediately stun all aliens within that radius for 2.2 seconds; stunned aliens stop moving and briefly glow more intensely. EMP cooldown is 7.5 seconds. Press Q to deploy a temporary sentry turret at the player’s current location. The turret is a small sci-fi tripod-like/simple mechanical unit represented by a short metallic blue-gray cylinder base and a pale rectangular head. It lives for 10 seconds, searches for the nearest alien within 10.5 units, turns toward it, and automatically fires yellow bolts every 0.22 seconds. Turret deployment has a 10-second cooldown. Multiple deployed turrets may exist until their individual lifetimes expire. Add Shift sprinting. While a movement key and Shift are held, move at about 9.2 units/second instead of the normal 6.2, draining a 100-point stamina meter at 26 per second. When not sprinting, stamina regenerates at 18 per second up to 100. Display the current stamina value in the HUD. Build a prominent HUD over the game in a dark translucent neon interface style with large rounded rectangular panels and thin blue borders. Across the top show “HP” with current health starting at 100, “Score” starting at 0, “Wave” starting at 1, and “Time” formatted as minutes and two-digit seconds. Below show “EMP (E)” with either “Ready” or its remaining cooldown, “Turret (Q)” with its status/cooldown, and “Sprint (Shift)” with the current stamina. Cooldown panels should use a pink/magenta border accent when nearly ready. Include a lower instruction panel titled “Gadget Blaster” with text explaining: WASD / Arrows to move, Mouse to aim, Click/Space to shoot, E = EMP stun, Q = Turret, Shift = Sprint, R = Restart, plus a note that clicking once enables audio. The screenshot style is dark navy/black, cyan and electric blue highlights, magenta gadget accents, yellow projectiles, large pale-gray typography, rounded cards, and subtle neon glow. When health reaches 0, stop gameplay and show a game-over overlay/message with restart guidance; pressing R resets health, score, wave, stamina, timers, cooldowns, active aliens, bolts, turrets, and EMP effects, then starts again with six edge-spawned aliens. Include minimal synth audio, enabled after the first click or key press: short electronic tones for shooting and hits, a low thump for damage/EMP/wave events, and a tone when deploying turrets. Do not add unimplemented alien varieties, pickups, upgrades, ranged alien attacks, shields, or other future features.