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Hatchling to Apex

  • 3d
  • action
  • arcade
  • survival
  • endless
  • evolution
0
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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. Colton Cravens built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hatchling to Apex yet. Play it, then tell Colton Cravens what you would add next.

Make your own game

Hatchling to Apex was built by Colton Cravens 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 Hatchling to Apex 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 Hatchling to Apex

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-based 3D third-person endless arena survival game titled "Hatchling to Apex". Use a clean, readable low-poly style with simple Three.js-like primitives and no external character models. The camera is a soft-follow perspective camera positioned behind and above the player, approximately 9.5 units back and 5.2 units high, looking at the dragon; mouse movement while over the game canvas gently changes the camera/player yaw. The arena is a flat circular dark navy ground about 22 units in radius, with a subtle glowing blue-purple rim ring, dark blue fog toward the distance, ambient cool lighting, and directional shadows.

The player is a small stylized dragon hovering just above the ground, assembled from primitives: a mint/green rounded body with a pale belly, rounded head and pale snout, two small light horns, a capsule-like tail, and two simple flat green wings. It gently bobs up and down and flaps its wings continuously. At the starting stage it is called "Hatchling" and has a scale of 0.85, speed 7, maximum HP 100, breath cooldown 0.9 seconds, and dash cooldown 1.1 seconds. The dragon should face its movement direction and use smooth acceleration/friction rather than instant movement.

The core loop is to explore the circular arena, collect glowing blue emissive faceted crystal pickups, defeat or avoid orange-red hunter enemies, gain XP, evolve, and survive for the highest score. Spawn 14 crystals and 6 hunters initially, distributed randomly inside the arena; whenever a crystal is collected, immediately spawn another one, and whenever a hunter is defeated, immediately respawn one so the game is endless. Crystals are small glowing blue octahedrons that spin and bob. Collecting one when within roughly 1.15 times the dragon's stage scale grants 1 XP and 10 score. Score also increases passively by 2 per second.

Hunters are simple orange/red capsule-shaped low-poly enemies with shadows. They move around the arena and periodically choose behavior: about 65% of the time they pursue the dragon, otherwise they wander toward a random point. Their speed is about 4.8 plus 0.45 per evolution stage. They remain inside the circular boundary, turn toward their movement direction, and continuously damage the dragon for 18 HP per second while touching it. The player can avoid them or attack them.

Controls must be shown in the HUD: WASD or arrow keys move, Space performs a short forward dash, mouse movement looks/rotates the soft-follow camera, left mouse click or Enter fires breath, and R restarts. Dash is edge-triggered, has a stage-dependent cooldown, and adds a strong forward velocity impulse of about 10 units. Breath is a very short forward cone attack lasting about 0.22 seconds, with a range of 6 units and a cone angle of about 36 degrees; it has a stage-dependent cooldown. Render the breath briefly as a translucent pale cyan cone projecting from the dragon's snout. Any hunter inside that cone is removed, awarding 25 score and 2 XP, then replaced by a new hunter. Use simple synthesized sound effects if available: bright notes for collecting crystals and evolution, a noise burst for breath, a dash tone, hit/damage tones, and a low game-over tone. Audio should initialize after the first click or key press.

Implement four evolution stages triggered by cumulative XP thresholds: Hatchling at 0 XP, Young at 10 XP, Adult at 25 XP, and Ancient at 45 XP. On evolution, enlarge the dragon, fully heal it to the new maximum HP, improve speed, breath cooldown, and dash cooldown, and briefly display an evolution message. Stats: Young scale 1.05, speed 8, breath cooldown 0.75, dash cooldown 1.0, max HP 110; Adult scale 1.25, speed 9, breath cooldown 0.65, dash cooldown 0.9, max HP 120; Ancient scale 1.45, speed 10, breath cooldown 0.55, dash cooldown 0.85, max HP 130. Shift the dragon color as it evolves: Hatchling mint green, Young cyan, Adult periwinkle/blue-violet, Ancient magenta-purple, with darker matching wings.

Place a prominent top-left/top HUD made of rounded dark translucent pills with thin blue outlines. It must show: "Stage" followed by the current stage name, "HP" and current HP, "XP" with current XP and the next threshold (for example 0 / 10), and "Score" with the score. Beneath it display the exact control hint: "WASD/Arrows move • Space dash • Click/Enter breath • R restart". Show temporary centered messages such as "Click to enable audio" at startup, "GO!" on restart, "EVOLVED: Young" (or the current stage), and on death "GAME OVER — Score [value] (Press R)". There is no hard win condition: the game continues indefinitely until continuous hunter contact reduces HP to zero, at which point movement and gameplay stop and the game-over message remains visible. Pressing R clears and respawns all entities, resets XP, score, stage, HP, cooldowns, velocity, and player position, and starts again at the arena center.

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