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Junkie Jamboree

  • 3d
  • top-down
  • arena-shooter
  • low-poly
  • doodle
  • 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. Arcane Waterhogger built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Junkie Jamboree was built by Arcane Waterhogger 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 Junkie Jamboree 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 Junkie Jamboree

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 top-down arena shooter titled “Junkie Jamboree.” Use a wide orthographic-like perspective camera following the player from above and behind at about 15 units distance, with a 58-degree perspective field of view. The world is a simple muted sketchbook-style outdoor street/yard: a large flat beige/tan ground plane, a faint darker square grid on the ground, fog fading into the same beige background, and sparse low-poly block buildings/obstacles around the perimeter. Scatter roughly 16 chunky gray-beige rectangular buildings, some slightly rotated, each with two small simple green cone-shaped trees nearby. Keep the geometry deliberately crude and doodle-like, with soft shadows, warm ambient daylight, and a warm spotlight/flashlight effect centered above the player and aimed toward the cursor.

The player is a very simple low-poly character at ground level: a blue truncated-cylinder body, a small tan/beige spherical head, and a short brown rectangular gun projecting from the body. The player can move freely in the arena with WASD or arrow keys, clamped to approximately x=-20..20 and z=-14..14. On touch devices, provide a translucent dashed circular virtual joystick at bottom-left and a circular coral “PEW” fire button at bottom-right. On desktop hide those touch controls. Aim with the mouse: raycast the cursor onto the ground, rotate the player toward that point, and fire toward it when the mouse is clicked. Also allow the touch PEW button to fire toward the current aim point.

Enemies are called junkies: spawn about 10 at the beginning, then spawn one about every 2.4 seconds from random edges of the arena while fewer than 18 are alive. Each junkie is a crude low-poly pink/coral blob, made from a faceted rounded body, with two cream eyes and tiny black pupils, a black curved open mouth, and simple thin stick-like arms. They spawn around the four edges and continuously chase the player. Give each junkie 2 hit points and a slightly varied movement speed around 1.1–1.8 units per second. When close enough (about 1.15 units), they damage the player continuously for about 16 health per second. Make them wobble/turn slightly as they chase.

The gun shoots small bright yellow spherical bullets. Start the player with 32 ammo; each shot consumes one ammo and has a 0.22-second cooldown. Bullets travel quickly across the ground in the aimed direction, live for about 1.4 seconds, and damage a junkie when within roughly 0.95 units. Two hits destroy a junkie and increment the score by one; remove defeated enemies. There is no reload mechanic. The objective is to bonk 25 junkies. If health reaches zero, stop gameplay and show a centered bold message: “YOU GOT JUNKIED” with the smaller instruction “press R to doodle another day.” When the score reaches 25, stop gameplay and show: “JUNKIE JAMBOREE CLEARED” with “press R to scribble again.” Pressing R resets the arena, score, health, ammo, timers, enemies, and player position, then starts another run with 10 enemies.

Add a fixed HUD in the upper-left in heavy dark text with a light shadow, displaying exactly the changing information in this style: “JUNKIES BONKED: 0/25   ♥ 100   AMMO: 32   FLASHLIGHT ON”. Show score, rounded-up current health, and remaining ammo. At the bottom-left display the instruction text: “WASD / arrows move · aim with mouse · click shoots · R restarts”. Use an off-white/beige background (#cfc4a9-like), dark brown-black UI text, coral fire button, and a restrained palette of tan, dusty gray, blue, pink, cream, green, and yellow. The overall visual style should be sparse, low-poly, warm, playful, and hand-drawn/doodle-like rather than realistic.

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