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Arcade › Genesis Core
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Banana Bugigiro built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Genesis Core yet. Play it, then tell Banana Bugigiro what you would add next.
Genesis Core was built by Banana Bugigiro 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 Genesis Core 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-based first-person 3D game titled “Genesis Core,” presented as a sci-fi simulation chamber where the player explores and changes a procedurally rebuilt world. Use Three.js-style WebGL rendering with a perspective first-person camera, pointer-lock mouse look, realistic-leaning lighting, shadows, reflective metallic surfaces, fog, and a blue-to-dark gradient sky dome. The main chamber is a large dark metallic circular platform/cylinder, roughly 26–30 units wide, with a glowing blue ring around it and twelve tall rectangular metallic pillars arranged around the perimeter. At the center, place a raised cylindrical pedestal supporting a rotating, bright ice-white/blue emissive faceted icosahedron AI core. Begin with a full-screen dark translucent introduction overlay. It should be titled “Genesis Core,” explain that this is a prototype of a game-making AI that reshapes the simulation into different genres and world styles, list that the player can walk to genre pads, walk to world pads, and press E near the core to force a rebuild pulse, and provide an “Enter Simulation” button. Clicking the button locks the mouse pointer and begins play. If pointer lock is released, show the overlay again. Display a small center crosshair and a top HUD with the title, generated-world status message, current mode, biome, score, health, and contextual core instruction. Also show a control hint: WASD move, mouse look, Space jump, Shift sprint, E use AI core, R regenerate. The player is a simple invisible first-person avatar starting near the edge of the chamber at approximately (0, 2.2, 10), with gravity, jumping, ground detection, and movement bounds around +/-55 units. WASD moves relative to the camera yaw, mouse controls yaw and pitch, Space jumps with an upward impulse, and Shift increases movement speed by about 1.7x. The player has health displayed as 100, though no damage system is needed. Score rises continuously while exploring (faster while sprinting): about 2 points per second normally and 4 while sprinting. Place six glowing circular pads around the central chamber, each with a floating rectangular sign label. Three genre pads should be at the rear/sides and read “OPEN WORLD,” “PLATFORMER,” and “RACER,” colored green, orange, and pink/red respectively. Three world pads should read “FOREST,” “DESERT,” and “CITY,” colored green, sand-gold, and blue. The pads are trigger zones: when the player walks within about 1.7 units, change the active mode or biome, award 25 score, and rebuild the generated simulation. Make the nearby pad glow more intensely. Arrange them approximately at (-11,-10), (0,-12), (11,-10) for the genre pads and (-11,11), (0,13), (11,11) for the biome pads, using x/z coordinates around the central core. Every rebuild should clear the current generated objects, update the sky and fog palette, create a large subtly undulating ground plane, and regenerate content based on the selected biome and mode. Use a procedural height surface based on sine/cosine variation. Forest should use green ground, blue sky, and fog, with many scattered brown trunks and conical green tree crowns. Desert should use warm tan ground, orange/tan atmosphere, and scattered brown trunks with rounded tan/golden foliage forms. City should use gray ground, cool blue atmosphere, and rings of blocky tall buildings around the playable area. The “Open World” mode should generate six luminous white/blue faceted drones that orbit the center at different radii and heights, bob vertically, and rotate. The “Platformer” mode should generate a path/sequence of sixteen floating white rectangular obstacle blocks, each around 3 by 0.8 by 3 units, stepping across the terrain at varying heights; allow the player’s ground detection to stand on these blocks and make jumping relevant. The “Racer” mode should generate a dark raised elliptical loop track, approximately 23 units by 15 units, with ten bright blue emissive rectangular speed pads spaced around the loop. While the player is near the track ring, increase movement speed by about 1.45x. These are still on-foot simulation variants, not vehicles. The active mode starts as Open World and the active biome starts as Forest. Pressing R at any time rebuilds the current mode/biome with a new procedural seed. Walking over a different pad also rebuilds and increments the score. When close enough to the central AI core (within about 5.2 units), pressing E should trigger a “Genesis Core rebuilt a [mode] simulation in [biome]” pulse: award 100 score, play a short ascending electronic sound/chime plus low metallic hit if audio is available, rebuild the world, and update the status text. The central core should continuously rotate and subtly tilt/bob visually. Use simple generated canvas-texture signs for the pad labels, emissive materials for interactive elements, and tone-mapped lighting with fog and cast/receive shadows. Keep the overall visual style clean, dark, futuristic, and simulation-like, with the changing terrain and pads functioning as a 3D game-creation interface.