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Ink Tide

  • 3d
  • arcade
  • arena-survival
  • twin-stick
  • wave-defense
  • cozy
  • action
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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. Midori built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ink Tide yet. Play it, then tell Midori what you would add next.

Make your own game

Ink Tide was built by Midori 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 Ink Tide 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 Ink Tide

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 arena survival game titled “Ink Tide” (the HUD may read “INK TIDE 3D”), with a colorful stylized arcade presentation. Use an elevated, slightly top-down third-person camera that follows the player across a circular sandy island surrounded by deep blue water. The island is a broad low cylinder with a pale sand surface, a glowing/light shore-foam ring, and scattered small rocks around its perimeter. Add a dock/harbor prop area toward the back-right of the arena with several barrels. Place a clearly marked golden egg bank/basket toward the lower-left side: a large gold torus ring over a dark center, functioning as the deposit point.

The player is a small stylized humanoid beach/salmon-shift character in the center of the island, rendered with a 3D modular character model, facing toward the aim direction. The player moves in the horizontal arena plane at a brisk speed, constrained inside the island, using WASD or arrow keys; on touch devices provide a lower-left virtual joystick. Aim with mouse movement/cursor projected onto the ground, and fire ink with a mouse click or Space; on touch devices provide a large lower-right circular yellow “SPLAT” button. Holding the fire input should repeatedly shoot when the short cooldown allows. Each shot is a small glowing lavender/blue-purple ink projectile that travels toward the cursor, costs 6 ink, and leaves a temporary flat purple ink splat at its launch/impact area. Ink regenerates continuously up to 100, so show it as a percentage-like resource.

Enemies are spawned continuously from the four edges of the island and pursue the player directly. Make them simple cute round blob/salmon-like creatures with pink/coral bodies, dark paired eyes, and a contrasting mouth/band; include a less-common larger orange enemy variant. Normal enemies have 2 hit points and move at about 1.7 units/second; larger variants have 4 hit points and move more slowly at about 1.2 units/second. Ink shots damage enemies, produce purple splats, and destroy them for score; defeating an enemy gives 10 points and has a 28% chance to drop a collectible golden egg at its position. Golden eggs also appear periodically around the arena roughly every six seconds. Eggs should be faceted/rotating gold collectibles. Walking over one collects it, increments the carried egg count, gives 25 points, and briefly displays “GOLDEN EGG +1”. When carrying eggs, moving within the marked bank ring deposits all carried eggs, awards 15 points per egg, resets the carried count, and briefly displays “BANKED [number] EGGS”. Enemies touching the player deal 18 damage with brief invulnerability between hits; end the run if health reaches zero.

Structure the session as three timed waves. Start in a menu overlay with the title, subtitle “3D Salmon Shift,” and instructions explaining WASD/joystick movement, mouse/drag aiming, splatting the tide, collecting golden eggs, and banking them at the dock/bank. Use a prominent “START SHIFT” button. On start, reset health to 100, ink to 100, score and eggs to zero, begin Wave 1, and show a temporary centered message such as “WAVE 1 — DEFEND THE DOCK.” Spawn frequency increases with each wave (roughly every 1.4 seconds initially, decreasing by about 0.18 seconds per wave but never faster than 0.45 seconds). Each wave lasts 25 seconds; then advance to “WAVE 2 — HEAVIER TIDE” and Wave 3 similarly. After Wave 3 ends, show a win overlay titled “SHIFT CLEARED” with text reporting banked eggs and score. On defeat show “BEACHHEAD LOST” and text that the tide broke through plus the banked egg total. Provide a “RESTART” button on the end screen.

Use a dark navy/purple HUD overlay over the 3D scene. At the upper-left show a large cream/yellow “INK TIDE” brand. At the upper-right show rounded dark translucent pills with purple outlines for “WAVE 1/3,” “EGGS 0/5,” and “INK 100%” (the egg display is a visible progress-style counter; preserve that presentation even though the actual session ends by surviving all three waves). Put temporary wave/status messages centered near the top in bold cream text with a dark shadow. On coarse/touch screens show the joystick and SPLAT button near the bottom corners. Use vivid cream, yellow/gold, lavender, purple, coral, and deep navy colors, soft bloom on luminous ink/gold elements, shadows, mild fog, and a polished playful low-poly/asset-pack aesthetic. Keep the camera mostly fixed high above the arena but smoothly follow the player’s position, with the player, enemies, projectiles, splats, eggs, bank, island, water, dock, barrels, and shore details all visible in the same playable scene.

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