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Galactic Brawlers

  • 3d
  • arena-brawler
  • action
  • sci-fi
  • space-fantasy
  • low-poly
  • waves
  • mobile-friendly
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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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Galactic Brawlers yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Galactic Brawlers was built by Cameron Mains 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 Galactic Brawlers 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 Galactic Brawlers

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 3D arena brawler called “Galactic Brawlers.” Use a vibrant, stylized low-poly/blocky space-fantasy look with original characters and props. Present the game from a high, slightly angled third-person/isometric camera that follows the hero and subtly shifts toward the nearest living enemy; show the whole circular arena and its surroundings.

The battlefield is a sandy-brown circular orbital platform, approximately 13 units in radius, with a thick dark metallic/energy rim. Surround it with a dark navy space backdrop, atmospheric fog, hundreds of small stars, and a ring of distant dark futuristic city spires. Place two small hovering procedural sci-fi skimmer/interceptor ships high outside the arena, one cyan and one red. Add cover and collision props around the platform: four blocky supply crates and four chunky alien rock blocks, arranged around the arena. Add two bright orange-red circular thermal vent hazards on the ground; they pulse visually and continuously damage the hero while he stands close to them.

The player character is “Nova Knight,” a blocky humanoid hero with a cyan-tinted outfit and a glowing cyan plasma blade attached at his side. Start the hero near the left side of the arena (roughly x=-4, z=2), with 100 health and no shield. The hero can move freely in the X/Z plane, cannot leave the circular platform, and is pushed/blocked by cover props. Movement uses WASD or arrow keys, with a mobile virtual joystick on small screens. Face the direction of movement. Include mobile action buttons labeled SLASH, BLAST, PULSE, and DASH.

The objective is to recover the glowing “Galactic Core” and defeat the enemy in every wave. Place the Core initially near the far side of the platform (roughly x=4.5, z=-4.3). It is a floating cyan faceted/icosahedral artifact with bright emissive light and two rotating gold rings. When the hero approaches within about 1.45 units, automatically collect it: award 250 score, make the artifact hover above and follow the hero, reduce movement speed while carrying it, and display a message that the Core was recovered and the wave must be cleared. The Core is dropped/reset to a new random arena location at the beginning of each new wave.

Spawn exactly one enemy per wave: the black-armored “Dark Vindicator,” an original intimidating blocky humanoid boss with a red glowing plasma blade. Spawn it near the arena perimeter, with health equal to 150 plus 14 per wave. It actively chases the hero, orbits slightly while approaching, is blocked by cover, and cannot leave the circular arena. At close range it performs red blade attacks approximately every 0.65 seconds, dealing 20 plus the current wave number damage and knockback. At medium range it fires red plasma bolts, which travel toward the hero and deal 12 damage on impact. The enemy health bar and name should be visible in the HUD. When defeated, award 100 score, hide/remove it, show floating damage text and an “Enforcer down!” message, and give it a chance to drop a pickup.

Implement these four player abilities with cooldowns and visible effects:
- SLASH: press L or the mobile SLASH button. A forward-facing melee attack reaches about 2.15 units, damages enemies in front for 28, applies knockback, has about a 0.52-second cooldown, and creates a brief cyan blade-sweep arc.
- BLAST: press K or BLAST. Fire a cyan glowing plasma sphere in the hero’s facing direction. It travels quickly, lasts about 1.15 seconds, deals 18 damage to the enemy, stops on cover, and has a 0.36-second cooldown.
- PULSE: press J or PULSE. Emit a circular shockwave around the hero. Enemies within about 5.2 units take 15 damage, are knocked back strongly and stunned for 0.8 seconds. Use a bright expanding cyan/white ring and a 3.3-second cooldown.
- DASH: press Space or DASH. Add a strong burst of velocity in the current movement/facing direction, with a 1.1-second cooldown. If there is no movement input, dash forward.

Give the player pickups when enemies are defeated: with roughly a 38% chance, spawn a floating rotating glowing octahedron at the defeated enemy’s location. It is either a green health pickup or blue shield pickup. Collecting health restores 28 health up to the 100 maximum; collecting shield grants a shield for 6 seconds that reduces incoming damage to 45% of normal. Pickups expire after about 14 seconds. Show floating combat text such as damage numbers, +Health, or Shield.

Waves continue indefinitely. When the sole Dark Vindicator is defeated, advance the wave, add 150 score, or 400 if the Core was carried that wave, restore up to 20 hero health, clear the Core objective state, relocate the Core, and after a short delay respawn the Dark Vindicator with increased health. Display a message such as “Wave 2: Dark Vindicator returns stronger!” The game ends when hero health reaches zero: show a defeat overlay and a Retry Battle button that resets health, score, wave, Core position, projectiles, pickups, and enemy state.

Use a polished HUD over the 3D scene. At the top-left show Nova Knight, a green-to-yellow health bar, and keyboard instructions (“WASD/Arrows move • J pulse • K blaster • L slash”). At the top-center show the title Galactic Brawlers in uppercase gold lettering. At the top-right show the current enemy name, a red-to-purple health bar, and status text like “Cores: 0 • Wave 1 • Score 0.” At the bottom center show a translucent mission panel describing the objective, updating for Core recovery, wave progression, shield status, or defeat. Before play, show a dark translucent radial start overlay with the gold title, a description about picking up the glowing Core and chaining blade strikes, blaster shots, and gravity pulses, and a gold Start Battle button. On mobile, show a translucent joystick at bottom-left and four round action buttons at bottom-right.

Use dynamic shadows, soft hemisphere and warm directional lighting, emissive cyan/red/orange effects, fog, and contact shadows to make the blocky models and cover cast long shadows across the sand. Keep all names, characters, visuals, and props original rather than using licensed franchise assets.

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