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Horde Bloom

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  • 3d
  • top-down
  • survival
  • auto-battler
  • arcade
  • endless
  • neon

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Quốc Tiến Nguyễn, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Horde Bloom was built by Quốc Tiến Nguyễn 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 Horde Bloom 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 Horde Bloom

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-playable 3D top-down survival arena game titled “Horde Bloom.” Use Three.js or an equivalent 3D engine with a perspective camera looking down from above and slightly behind the player: the camera is high, centered over the player, and smoothly follows the player across a circular arena. The visual style is dark futuristic neon: deep navy background and fog, a blue-green cylindrical arena floor with a glowing cyan perimeter ring and 24 alternating blue/cyan luminous rectangular rim markers. Use soft shadows, bloom-like emissive materials, and cyan, purple, pink, orange, and red accent colors.

The game begins with a full-screen dark radial-gradient overlay and a centered rounded glassy navy card. Show the large gradient title “HORDE BLOOM,” the subtitle “Move, auto-attack, collect XP, and evolve from vulnerable to overpowered in a 10-minute survival run.” and a gradient “Start Run” button. Once started, show a fixed HUD: top-left rounded panel “LV 1,” top-center “00:00 / 10:00,” top-right “KILLS 0”; underneath, a full-width cyan-to-purple XP progress bar and a thinner pink/orange HP bar. At the bottom-left show “WASD / arrows to move · Space dash · mobile joystick supported.” Support keyboard WASD and arrow movement, a left-side pointer/touch virtual joystick, and Space for a brief high-speed dash. Clamp the player within the circular play area.

The player is a small glowing stylized humanoid made from a light-cyan cylinder body, pale blue spherical head, and a glowing cyan ring aura on the ground. The player rotates toward movement. Enemies continuously spawn around the outside of the arena and chase the player. Include these visible enemy forms and colors: pink spherical grunts, yellow runners, orange cubic tanks, purple octahedral enemies, cyan dodecahedral elites, and a large red/pink icosahedral boss. Early spawning is sparse, then spawn more enemies and multiple enemies at once as time advances. Grunts, runners, tanks, and purple enemies have increasing health/damage differences; elites begin appearing after the run has progressed and bosses spawn at approximately 5:00 and 9:00, with no more than two bosses. Enemies move toward the player and damage them on close contact with a short hit cooldown. Enemies should spin slightly while moving. The purple enemy type may have a shooting timer/state, but do not invent visible ranged attacks if not implemented.

The player attacks automatically without an attack button. Implement three auto-weapons on independent cooldowns: (1) Fireball, periodically targeting the nearest enemy and launching one or more small pink glowing projectiles toward it; (2) Blade, a close-range cyan slash/strike against the nearest enemy within roughly 3.5 units; and (3) Nova, periodically launching a radial burst of lavender projectiles in all directions. Projectiles travel through the arena, damage the first enemy they hit, then disappear; add small glowing burst effects on hits and deaths. Defeated enemies create spinning cyan octahedral XP gems that can be collected manually or pulled toward the player inside a collection radius. Track kills, damage, and gold (gold increases by enemy XP value), though gold need only appear in the end statistics.

When enough XP is collected, pause the action and display a centered “LEVEL UP” card with “Choose one upgrade.” and three randomly selected choice buttons. Use these actual upgrade categories and effects: “Fireball +1” increases Fireball level, damage, and at higher levels projectile count; “Blade +1” increases blade level, reach, and cooldown speed; “Nova +1” increases nova level, area, and projectile count; “Swift Core” increases movement speed by 12%; “Vital Core” adds 20 maximum HP and heals 20; “Magnet Field” increases XP collection radius by 35%. Resume the run after choosing one.

The run lasts ten minutes. Display the 10-minute timer in the HUD. End immediately with a “RUN OVER” overlay if HP reaches zero, or “RUN COMPLETE” when the timer reaches 10:00. The end card should show survival time, level, enemies defeated, damage dealt, and gold earned, with a gradient “Retry” button that resets the run. Use a clean responsive interface with rounded translucent panels, thin cyan borders, gradient buttons, and mobile-friendly stacked upgrade choices. Keep the camera, arena, player, enemies, projectiles, XP gems, and HUD visually readable against the dark foggy navy setting.

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