Arcade › INTER GALÁCTICAL DIES
Click the game above and it runs right here in your browser. No download, no installer, no account needed. santiago zambrano built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about INTER GALÁCTICAL DIES yet. Play it, then tell santiago zambrano what you would add next.
INTER GALÁCTICAL DIES was built by santiago zambrano 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 INTER GALÁCTICAL DIES 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 a browser-based third-person 3D action demo titled “INTER GALÁCTICAL DIES,” set in a dark futuristic cyberpunk district at night. Use a Three.js-style perspective camera with a follow camera positioned behind and above the player, foggy near-black blue atmosphere, cinematic ACES-like lighting, shadows, and a centered cyan crosshair. The world is a flat square district/road approximately 70x70 units, with a dark blue metallic ground and a glowing grid: thin cyan lines in one direction and magenta lines in the other. Surround the area with scattered rectangular dark-blue skyscraper blocks of varied widths and heights, each accented by a single bright cyan, magenta, or yellow horizontal neon strip. Add heavy stylized rain as many bright pale-blue falling particles, blue and magenta colored point lights, a moonlike cool directional light, and a small glowing cyan energy core/orb at approximately the far center of the district, surrounded by a thin cyan torus ring. The core should rotate/glow visually, but do not invent an unimplemented pickup or victory interaction. The player is Jimmy Smith, represented by a stylized low-poly cyberpunk humanoid character with a gun/weapon pose, placed initially near the front of the district. Keep the player as a third-person controllable character with WASD movement, jumping with Space, sprint support via Shift if available in the control system, and a camera that follows the player. Support mouse controls shown in the interface: left click performs a normal close-range attack, R performs a strong close-range attack, and right click fires a cyan energy projectile forward. Also support Left Ctrl as the normal attack. Normal melee affects nearby enemies within about 2.8 units for 26 damage, strong melee affects enemies within about 4.2 units for 55 damage, and energy shots travel forward quickly and deal 32 damage on contact. Add small cyan hit-burst particles and simple oscillator sound effects for attacks. Place exactly four hostile enemies: three two-legged gun enemies on the ground and one flying gun enemy hovering around y=1.1. Start them at varied positions around the district. Enemies pursue Jimmy when within roughly 14 units, turn toward him, walk/fly toward him, and attack at close range; each enemy attack deals 8 health damage and has about a 1.4-second cooldown. Give ground enemies 80 health and the flying enemy 60 health. Use simple idle/walk/run/attack/shoot/death animations where the supplied character assets provide them. When an enemy’s health reaches zero, mark it defeated, play a death animation if available, and increment the neutralized count. The game begins with 0/4 defeated. Do not add enemies beyond these four. Implement the temporal death mechanic: Jimmy begins with 100 health and 100 weapon energy. Health decreases from enemy attacks; when it reaches zero, show a full-screen dark cinematic overlay reading “JIMMY HA MUERTO,” play Jimmy’s death animation, increment “EDAD TEMPORAL” by one year, briefly show “EL TIEMPO SIGUE AVANZANDO…” and then “JIMMY TIENE 1 AÑO MÁS” (or the corresponding plural year count). After roughly 2.6 seconds, restore Jimmy at position (0,0,10), restore health to 100, hide the death overlay, and show a toast such as “PUNTO DE CONTROL RESTAURADO · EDAD 1.” Make Jimmy’s model subtly older/different after each death by slightly reducing its scale and modifying its material appearance, as in the original. Keep the player stopped during the death sequence and use a brief camera drift toward the character. Create a Spanish HUD overlay matching a polished sci-fi tactical interface. In the upper-left, show a translucent dark navy panel with cyan border/glow and the exact labels: “INTER GALÁCTICAL DIES // OPERATION 07,” “JIMMY SMITH · NIGHTFALL DISTRICT,” “VITALIDAD” with “100 / 100,” a pink-to-orange health bar, “ENERGÍA DE ARMA” with “100 / 100,” a cyan energy bar, “ENEMIGOS NEUTRALIZADOS” with “0 / 4,” and “EDAD TEMPORAL” with “0 años.” The energy value/bar may remain at 100 because the actual game logic does not consume energy. Beneath these rows, show a Spanish objective line. On startup it should read “OBJETIVO: Encuentra el núcleo de energía.” or equivalent wording matching the visible mission; after the first enemy is defeated, update it to “Derrota a los enemigos de la zona.” and after all four are defeated update it to “Encuentra el núcleo brillante.” Do not claim that collecting the core completes the game, since the source mechanics do not implement that interaction. Add a centered startup toast/mission notification reading “NIGHTFALL DISTRICT ONLINE” in uppercase cyan-glowing text on a dark translucent card. Include a small cyan minimap panel in the upper-right with player and core markers, and a bottom-right controls hint on desktop reading “WASD mover · SHIFT sprint · SPACE salto / CLICK ataque · R ataque fuerte · CLICK DERECHO disparo de energía.” On coarse/mobile pointers, hide the controls hint and make the top HUD and minimap slightly smaller. Keep the overall visual style as dark sci-fi noir: black/navy background, electric cyan and hot magenta neon, translucent HUD panels, blocky low-poly characters and buildings, glowing projectiles, rain, and strong atmospheric fog. Preserve the Spanish UI text and the title exactly, and keep the presentation as a playable demo rather than adding menus, inventory, extra weapons, or unsupported systems.