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Arcade › Hellbite
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Remix Hellbite 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.
Recreate “Hellbite” as a browser-based 3D first-person wave-survival shooter using Three.js-style rendering and pointer-lock FPS controls. The player begins in a dark, cursed kitchen arena looking through a 75-degree first-person camera, with the camera at roughly eye height (1.7 units). Show a small white crosshair at screen center. Use a nearly black and deep burgundy visual palette, dark red fog, black/dark metal-looking floors, red grid lines across each floor, tall shadowy walls, low ceilings, and colored room lighting. The overall tone is stylized horror-comedy: grotesque but playful demonic food creatures, warm emissive eyes, glowing portals, muzzle flashes, hit sparks, and strong shadows. The attached initial view should feel like this: a large rounded golden-brown demonic food creature is very close to the camera, with two bright pale/orange glowing eyes, silhouetted horns/details, and a dark room and red-lined floor behind it. Build a hub-and-room map with five square enclosed spaces: a large central “Butcher Hub” (56-unit floor) and four smaller 36-unit rooms positioned around it: “Freezer” to the west with icy blue lighting, “Oven Pit” to the east with orange lighting, “Pantry” to the north with dim brown/gold lighting, and “Dish Pit” to the south with green utility lighting. Each room has a floor, four tall dark walls, a low ceiling, a colored point light/orb, and a red-toned grid helper. Add simple blocky storage/decor props: dark reddish blocks in the hub, a blue-gray block in the freezer, an orange-brown block in the oven, a brown pantry block, and a greenish dish-pit block. Place glowing circular portals on the hub’s four sides and matching return portals in each themed room. Portals consist of an emissive dark metal torus ring rotating above a translucent colored circular core: blue for Freezer, orange for Oven Pit, gold for Pantry, and mint green for Dish Pit. Walking into a portal teleports the player to the matching room and updates the displayed room name. Core objective: survive endless escalating waves of demonic food while increasing the score. Start with health 100, score 0, wave 1, a 12-round magazine, and 48 reserve ammo. Spawn about five enemies initially across rooms, then continuously maintain a wave-dependent population (roughly 5 plus twice the wave) with spawn intervals that shorten slightly in later waves. Defeated enemies add their individual score values. Advance the wave when the score reaches the wave threshold (wave number times 120), then spawn additional enemies; from wave 3 onward, spawn one larger Butcher King boss per wave. The run ends immediately when health reaches zero, showing a full-screen dark overlay reading “You Were Devoured” and “Press R to restart.” Press R after game over to reset the run. Controls and weapons must work as follows: WASD moves relative to view direction; mouse look rotates yaw and pitch while pointer lock is active; left click fires a precise hitscan blaster shot, consuming one ammo and dealing 1 damage to the first enemy intersected by a ray; right click fires a short-range shotgun, consuming 3 ammo and casting eight slightly spread hitscan pellets out to 22 units, with pellet hits combined per enemy and damage capped at 4 per blast; R begins a 1.1-second reload, transferring reserve rounds into the 12-round magazine; Shift sprints at 1.65x movement speed; Space jumps with an initial vertical velocity of 7.5; Escape releases pointer lock. Clicking the canvas initially locks the pointer and starts play. Prevent the normal context menu. Include a brief camera movement bob while walking, collision against walls/props, gravity, and room boundary clamping. Add bright short-lived muzzle flashes and expanding impact spheres/sparks for shots, plus simple synthesized weapon/hit/reload sounds if audio is available. Use these enemy types and make their silhouettes visibly distinct, with expressive glowing cream/orange eyes and dark pupils added to each model: - Butcher: a bulky red-flesh humanoid with a capsule torso, head, bone jaw and ribs, shoulders, arms, metal chain rings, and a cleaver. It has about 9 HP, moves at about 2.05 speed, charges periodically, and deals 18 contact damage at close range. - Butcher King: a scaled-up boss version of the butcher, about 36 HP, stronger/faster charges and 28 contact damage. Give it large crust-colored shoulder pauldrons and a small dark purple crown. It is worth 120 points and displays a boss health bar labeled “Butcher King.” - Pineapple Beast: a golden-brown pineapple body with a crown of green leaves, pale spikes around its surface, and a dark mouth; it charges into the player, has about 7 HP, and is worth 17 points. - Haunted Pie: a floating round crust pie with dark purple berry filling, berries on top, lattice strips, and a pale blue aura ring; it strafes, backs away if close, and fires glowing orange sauce/filling projectiles when within range. Projectiles travel toward the player, damage on contact, and disappear on walls or after a few seconds. - Sushi Serpent: a short segmented chain of rice-and-dark-seaweed cylindrical sushi rolls with green centers; it moves quickly and periodically blinks/teleports closer to the player with a pink impact flash. - Mummy Corn Dog: a sausage/corn-dog creature wrapped with pale bands, carrying a staff with an ember at its tip; it weaves toward the player and continuously leaves small pulsing orange burning hazard patches on the floor. Hazards last several seconds and damage the player when standing over them. - Cupcake Crawler: a small brown cupcake with purple icing and a swirl, surrounded by six little crawling legs; it skitters quickly toward the player. - Shrimp Imp: a tiny dark-bodied creature with a curved pale-orange shrimp form and small legs; it is the smallest and fastest close-range harasser. Give the regular enemies approximately these base stats and behaviors: butcher 9 HP/20 score, pineapple 7 HP/17 score, pie 5 HP/15 score, sushi 4 HP/16 score, mummy corn dog 6 HP/15 score, cupcake 3 HP/12 score, shrimp 2 HP/10 score. Increase enemy HP and movement speed with waves, while retaining the distinct behavior patterns. Enemies stay within their assigned room, face toward the player, bob and wobble subtly, and use contact attacks with cooldowns. The boss should periodically create stronger hazard patches when near the player. When enemies die, keep their models briefly in the scene and animate their silhouette-specific death: the butcher tips/collapses, the boss grows and staggers, pineapple expands/bursts upward, pie melts downward and flattens, sushi scatters/spins, mummy corn dog unwraps and shrinks, cupcake splats flat, and shrimp pops away/shrinks. Fade each death animation out. Defeated regular enemies have a chance to drop a floating rotating green health shard (octahedron) or blue ammo shard (small cube). Collecting health restores 25 up to 100; collecting ammo adds 8 reserve rounds up to 72. Add a small impact burst on kills and a short sound effect. HUD must be clean and minimal over the 3D view. At the top center show a rounded, semi-transparent near-black burgundy pill with: “Health: 100”, “Score: 0”, “Wave: 1”, “Ammo: 12 / 48”, and “Room: Butcher Hub” (values update live). Keep the centered white crosshair. Show a bottom-center translucent message before pointer lock: “Click to lock pointer and start hunting demonic food.” During play show controls/help text mentioning left click blaster, right click shotgun, R reload, blue shards restore ammo, sprint, jump, and portals. Show “Reloading...” while reloading. When the boss exists, show a centered boss panel below the top HUD with “Butcher King” and a glowing orange-to-gold health bar. Use responsive wrapping on narrow screens and preserve the dark red horror-comedy presentation.