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Arcade › HERO//VERSE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Benito Bonan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about HERO//VERSE yet. Play it, then tell Benito Bonan what you would add next.
HERO//VERSE was built by Benito Bonan 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 HERO//VERSE 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 first-person 3D arena survival game titled “HERO//VERSE,” with the subtitle/theme of a storm-powered Thunderer fighting waves of flying monsters. Use a dark, cinematic sci-fi/fantasy visual style: nearly black navy background (#070c18), blue fog, cool moonlight, cyan emissive accents, and occasional bright storm flashes that briefly turn the entire scene blue. The camera is a mouse-look FPS camera with a centered glowing white/cyan plus-shaped crosshair. The player is not shown as a full body; the only visible weapon is a first-person thunder hammer at the lower-right of the screen, made from a dark metallic cylindrical grip and a gold metallic rectangular hammer head with a pointed spike. Give it subtle blue/cyan glow accents through lighting and effects. Build a circular stone arena: a broad, flat dark-gray cylindrical stone platform about 50 units across, with two thin glowing blue circular rings embedded around it near radii 18 and 24.4. Surround the arena with deep darkness and fog. Place large low-poly dark storm-cloud spheres high around the perimeter, floating roughly 18–32 units up and 34–47 units from the center. Light the scene with a cool blue hemisphere light and strong blue directional moonlight, with shadows and a stormy atmosphere. The player begins near the arena edge at world position (0, 1.05, 6). Use FPS movement: WASD to move, mouse to look, Space to jump, with gravity and a normal jump. Display the controls at the bottom as: “WASD MOVE · MOUSE LOOK · SPACE JUMP · LEFT CLICK THROW”. On left click, throw the hammer toward the center of the crosshair. The hammer detaches from the camera, travels rapidly forward in a straight line, spins as it flies, and can hit enemies. It should remain out for about 0.62 seconds or until it travels roughly 30 units, then return automatically to the player; after hitting an enemy it immediately returns. While returning it flies back toward the camera/hand and spins, then snaps back into the lower-right first-person resting position. Do not permit another throw until the hammer is back in hand. On losing browser focus, make an active thrown hammer return. Spawn flying bee/wasp-like monster models using a low-poly Armabee-style 3D asset, around the outer ring of the arena at radius 21.5–23.7, at ground-level model origin. Scale enemies to about 0.85, animate them with a fast-flying animation, and have them continuously face and pursue the player. Each enemy has 2 hit points, moves at speed 1.8 plus 0.12 per wave, and flashes bright/emissive briefly when struck. A thrown hammer hit within approximately 1.25 units of an enemy’s body deals one damage; on the second hit, remove the enemy and emit a short burst of eight small cyan sparks that scatter outward and fall. Enemies that get within 1.8 units of the player stop and drain Thunderer health at 14 points per second. Multiple enemies can attack simultaneously. The player has 100 health; when health reaches zero, stop gameplay and show a centered translucent dark overlay with the title “STORMFALL,” a message such as “You reached wave X.”, and a glowing blue outlined “RESTART” button. Restart must clear all enemies and reset health to 100, wave to 1, the hammer to the player’s hand, and start the first wave again. Wave rules: begin at wave 1 with 3 + wave*2 enemies, so wave 1 contains 5 enemies; cap the spawn count at 18. Once every enemy is defeated, wait about 1.25 seconds, increment the wave, and spawn the next wave. Enemies should be spaced randomly around the outer arena circumference. There is no score, ammo counter, or shield system; the only gameplay stats are wave number, current enemy count, and Thunderer health. Create a minimal fixed HUD over the 3D view. At top-left show “HERO//VERSE” in uppercase, bold, widely letter-spaced white text with a subtle cyan glow. At top-right show “WAVE” and its number, “ENEMIES” and the current count, then the label “THUNDERER HEALTH” and a horizontal health bar. The health bar has a dark translucent background and thin cyan border, and its fill is a left-to-right yellow-to-cyan gradient with a cyan glow; it starts full and shrinks with health. Keep the centered cyan/white crosshair and bottom control hint visible during play. Make the overall presentation clean, sparse, and neon storm-arena styled, with no extra UI panels. Use responsive full-screen rendering and a perspective camera with a wide first-person field of view.