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Arcade › 도형 로그라이크
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 도형 로그라이크 yet. Play it, then tell the creator what you would add next.
도형 로그라이크 was built 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 도형 로그라이크 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 game titled "도형 로그라이크" (Shape Roguelike), implemented as a minimalist 2D top-down arena using Three.js. Render the playfield on a full-window canvas with an orthographic camera, dark navy background (#1a1a2e), and a subtle square grid floor covering the arena. Keep the camera mostly top-down and let it follow the player slightly as the player moves. The player starts at the center as a green circle. The player is one of five colored geometric forms, with the current form shown in the HUD: circle (Korean label 원, 32 sides, green, speed 5.5, HP 100, contact damage 12), triangle (삼각형, red, speed 7, HP 70, damage 18), square (사각형, blue, speed 4.2, HP 140, damage 9), pentagon (오각형, purple, speed 5, HP 110, damage 14), or star (별, yellow, represented visually as a five-sided polygon, speed 6, HP 80, damage 16). Use flat, solid, unlit polygon meshes with no textures. The player is constrained to an approximately 22-unit-radius square boundary. Controls: move with WASD or arrow keys. Aim with the mouse and click to fire; each click launches a small gold triangular projectile from the player toward the mouse cursor, with a roughly 180 ms firing cooldown. Projectiles travel quickly (about 18 units/second), rotate visibly, last about 1.2 seconds, and deal 1.2 times the player shape's damage. There is no automatic shooting or ammo system. Enemies are randomly selected from the same five shape types and colors, but are slightly smaller. Start with four enemies spawned around the outer edge, then continually spawn enemies at random angles about 18–22 units from the center. Enemies home directly toward the player, rotate slowly, and attack on contact. Their HP, speed, and damage scale with the current wave: base HP is multiplied by 0.8 + wave*0.15, speed by 0.9 + wave*0.05, and damage by 0.9 + wave*0.08. Contact damage is applied repeatedly while overlapping, at 60% of the enemy's scaled damage, with a small knockback to the player. Use simple radius-based collision detection. Destroy enemies by hitting them with projectiles. On hit, show a brief burst of small orange/yellow square particles; on enemy death, show a larger burst in that enemy's color. Each kill gives 10 score and increments kills. Every sixth kill randomly mutates the player into a different one of the five shapes, preserving the player's position, recreating the mesh and stats, adding a white particle burst, and healing 25 HP up to the new form's max HP. Every twelfth kill increments the wave and makes the spawn interval faster, multiplying the current interval by 0.85 but never below 0.6 seconds. The initial spawn interval is 1.2 seconds, and each spawn event creates 1 + floor(wave/2) random enemies. Display a fixed HUD over the arena. At top-left use a translucent black rounded rectangle containing: current shape name, "HP: [current HP]", "Score: [score]", and "Kills: [kills]". At top-right show "Wave [number]". The screenshot's visual treatment is sparse and dark, with large white HUD text and the geometric forms/grid providing the gameplay visuals. HP should be clamped to zero in the display and rendered as an integer. When HP reaches zero, stop gameplay and show a centered dark translucent game-over panel with Korean heading "게임 오버", the final score, and a button labeled "다시 시작". Restart resets enemies, projectiles, particles, score, kills, wave, spawn interval, game-over state, and player shape to the initial green circle at the center, then starts spawning again. Make the game responsive to window resizing and ensure the HUD remains fixed to the viewport.