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Arcade › Chain Ascent
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Muhammed Abdulla built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chain Ascent yet. Play it, then tell Muhammed Abdulla what you would add next.
Chain Ascent was built by Muhammed Abdulla 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 Chain Ascent 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 playable 3D browser game titled “Ironhold // Base Defense.” Use a dark blue sci-fi arena viewed from a high, slightly behind-the-player perspective: an orthographic-feeling but perspective camera looks down from roughly y=28 toward the arena, following the player smoothly. The scene has a large circular dark metallic floor, a subtle blue grid, fog fading into a very dark navy background, and a glowing cyan defense ring around the central reactor/base. At the center place a large industrial sci-fi base/reactor and a gun turret mounted on top. Use a clean low-poly sci-fi aesthetic with cool cyan-blue emissive lighting, soft shadows, and a bright neutral directional light from above. The arena floor is about 48 units wide, the central defense ring is roughly 10 units radius, and the player is restricted to the lower/front half of the arena. The player is a small glowing cyan humanoid/robot soldier: a capsule-like body with a bright horizontal white visor. Start it near the front edge of the arena, at the bottom of the camera view. The player moves with WASD or arrow keys at a responsive speed, constrained approximately to x=-15..15 and z=3..18. Rotate the avatar to face its movement direction. On desktop, clicking/tapping the arena fires toward the clicked ground position; pressing Space fires straight forward; on touch devices provide a large circular FIRE button in the bottom-right that fires forward. Each shot is a small bright cyan plasma sphere traveling quickly across the ground with a short lifetime. Do not add ammo, reloading, health, upgrades, or other mechanics not described here. The objective is to defend the central reactor from incoming animated robots. On starting, begin wave 1 with six robots spawning one at a time around the outside of the arena, at random angles and roughly 22–27 units from the center. Robots should be low-poly animated mech/robot enemies with a walking animation, facing inward and moving directly toward the base. Each robot has 2 hit points; each plasma hit removes one hit point, and a destroyed robot awards 100 points. Show small orange hit particles and cyan destruction particles. Robots move slightly faster on later waves, approximately 1.2 + wave*0.08 units per second. When a robot reaches the inner base area (about 7.6 units from center), it damages the base continuously, then is removed, with red impact particles. The base begins at 100 integrity. If integrity reaches zero, stop gameplay and show a “BASE LOST” overlay with the message “You reached wave [wave] with [score] points.” Wave flow: after all currently spawned robots are defeated or reach the base, wait briefly, then advance the wave. Wave 2 and later spawn 5 + wave*2 robots, with a short delay between spawns; later waves therefore become more difficult. Keep the game running until the base is destroyed. Track wave, current robot count, base integrity rounded to a whole percentage, and score. UI should be a fixed overlay over the 3D canvas. In the top-left, show a dark translucent rounded panel with a thin blue border and the heading “IRONHOLD // BASE DEFENSE,” followed by “Wave [number] · Robots [count]” and “Base integrity [percent]% · Score [score].” Along the bottom center show a small pill-shaped help label: “WASD / arrows move · mouse or tap to fire · Space fires forward”. Put the circular cyan FIRE button at bottom-right. Before gameplay, show a full-screen dark translucent navy overlay with a centered rounded rectangular card. The card has a thin blue border, dark blue background, large cyan “IRONHOLD” heading, the text “Hold the line. Defend the reactor from incoming robot waves.” and a bright cyan “START DEFENSE” button. Starting resets wave to 1, score to 0, base integrity to 100, begins spawning, and hides the intro. After defeat, show the centered “BASE LOST” card and a red/coral “RESTART WAVE” button that clears the remaining enemies and starts a fresh game. Make the interface responsive for desktop and mobile, with pointer/touch firing and the visible FIRE control.