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Arcade › Kabaddi Raid Dash
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Kabaddi Raid Dash was built by Amit 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 Kabaddi Raid Dash 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 mobile-first 3D arcade kabaddi game titled “Kabaddi Raid Dash.” Use a colorful stylized low-poly village/outdoor sports setting: a rectangular muddy brown court bordered by grass, white perimeter lines, a bright white middle line, white baulk lines on each side, and yellow bonus lines near the far ends. Place chunky low-poly trees, bushes, and rocks around the court. Use animated low-poly human character models: one blue-ringed raider controlled by the player and orange-ringed defenders arranged in a line/formation in the opponent’s half. Use warm sunset lighting, a blue-to-orange gradient sky, soft shadows, fog, and a high third-person perspective camera looking down at the court from behind/above the raider; smoothly follow the raider during play, while menu screens show a slowly orbiting court view. Core game loop: the raider begins in the home half at the near side of the middle line and makes a series of raids into the opponent’s half. The player must cross the middle line, touch defenders to tag them, optionally reach the far yellow bonus line for one extra point, then return across the middle line. Tags only become banked points when the raider successfully returns home. Tagged defenders turn yellow and chase the raider. Untagged defenders reposition and pressure the raider. Defenders can telegraph a dive: their ring turns red and pulses during a short wind-up, then they leap/dive toward the raider. If the raider is not dodging and is hit, the raid fails. The player can dodge through a diving defender; while dodging, the raider is briefly invulnerable, the diver is counter-tagged, and a “Dodged!”/“Counter tag!” feedback moment occurs. Being surrounded by three nearby defenders causes a team tackle. A raid also fails when the breath meter runs out. On success, tagged defenders are knocked out/sink away and the player receives points; on failure, pending tags are lost and the defenders celebrate. Show colorful burst particles, dust/mud particles, camera shake, banners such as “Tag!”, “Bonus!”, “Dodged!”, “Tackled!”, “Out of breath!”, “+N points!”, and celebratory audio/haptics. Create 10 selectable levels. All levels are open from the level-select screen. Increase difficulty across levels: defenders increase from 3 to 7, point targets increase from 2 to 7, raids per level range from 3 to 5, breath duration gradually decreases, and defenders become faster, more aggressive, and dive more quickly. A level ends after its allotted raids or when all defenders are knocked out. Passing requires reaching that level’s point target. Award up to three stars: one for passing, a second for knocking out every defender, and a third for completing the level with no lost raids. Persist each level’s stars and best score locally. The results screen should show points versus target, defenders out, score, star rating, retry, and next/finish buttons. After all ten levels, show a “MISSION COMPLETED” screen with total stars out of 30 and celebratory confetti. Controls must support touch and desktop: slide/drag anywhere to move using a floating virtual joystick, with screen-down corresponding to movement toward the near/home side; tap without dragging to dodge in the current movement/facing direction. Also support mouse drag, WASD, and arrow keys for movement, and Space/click for dodge. Keep the player constrained within the court. Include a short first-play hint showing “Slide to move” and “Tap to dodge,” then contextual tips such as watching breath, heading home early, tagging defenders, dodging dives, and reaching the bonus line. HUD and interface: At the top of gameplay show a large rounded breath bar labeled “BREATH,” changing from cyan/blue to pulsing red when low. Beneath it show rounded chips for Level, Raid X/Y, Points current/target plus pending unbanked tags, and Score. Add home, pause, mute, and help buttons in rounded cream-colored controls along the top corners. Use a friendly chunky rounded font and a warm cream/orange/blue UI palette with thick drop shadows. The title screen should show “Kabaddi Raid Dash,” the instruction “Dash into the other half, tag defenders and race back over the middle line before they tackle you or your breath runs out,” large orange Play and blue How to Play buttons, and “Slide to move · Tap to dodge.” The How to Play screen should explain sliding, crossing the middle line, touching defenders, tapping to dodge red-ring dives, banking tags by returning, the far bonus line, and the three-star objectives. Include pause and restart controls. Use sound effects for tags, dives/warnings, dodges, tackles, bonuses, scoring, wins/losses, footsteps, background music, a mute toggle, and optional vibration feedback.