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Keytail Hell

  • 3d
  • bullet-hell
  • top-down
  • arcade
  • shooter
  • survival
  • mobile-friendly
0
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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. Mickey Mouse built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Keytail Hell yet. Play it, then tell Mickey Mouse what you would add next.

Make your own game

Keytail Hell was built by Mickey Mouse 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 Keytail Hell 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 Keytail Hell

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 Three.js orthographic top-down vertical bullet-hell shooter titled “Keytail Hell.” The camera looks straight down at a tall rectangular arena (about 17 units wide by 24 high), with the player starting near the bottom and enemies entering from the top. Render a dark navy/near-black futuristic circuit-board floor with faint glowing square grid lines, sparse cyan and yellow scrolling star/data particles, foggy neon ambience, and soft arcade lighting. Use procedural 3D meshes: the player is a tiny cream-and-lavender keyboard keycap labeled “MOUSE,” with a raised keycap top, two pink mouse ears, and a small curved pink tail; enemies are corrupted purple keyboard keycaps labeled “TAB,” “ESC,” or “CAT,” while bosses are larger pink keycaps. Enemy and player projectiles are small glowing spherical neon bullets in cyan, magenta/pink, and yellow. Cheese pickups are small spinning yellow triangular/cone-like pieces that bob in place and glow through the dark arena. Add colorful burst particles on hits, deaths, pickups, and bullet clears.

The core loop is continuous survival: the player moves around the arena while firing automatically upward, dodges dense patterned enemy bullet formations, kills enemies, collects cheese, clears increasingly long waves, and fights a boss on every fourth wave. Give the player 3 lives, a small true hitbox radius, temporary invulnerability for about 2.1 seconds after being hit with blinking visibility, and reduce power by about 1.1 on damage (never below 1). Movement uses WASD or Arrow keys; normalize diagonal input, clamp the player within the arena, and move at speed 7 normally or speed 4 while focused. Holding Shift or Space activates Focus, slows movement, and visibly reveals a tiny white hitbox dot on the player. Support mobile with a draggable circular virtual joystick on the lower left and a large yellow “FOCUS” button on the lower right; holding the button enables Focus. The player auto-fires on a short cooldown, with shot count/spread increasing by power: always one forward cyan shot; at power 2+ add two angled shots; at power 3+ add two wider angled shots; at power 4+ add an extra stronger centered shot. Power can rise up to 8.

Spawn regular enemies from above at increasing intervals. Use these behaviors and bullet patterns: “drifter” keycaps sway laterally while descending and periodically fire a five-shot backward/fan pattern with slight wobble; “aimer” keycaps sway and descend more slowly while firing three yellow bullets aimed toward the player with small angular offsets; “spinner” keycaps drift downward and emit rotating radial rings of 9 or more alternating cyan/pink bullets. Early waves mostly use drifters; after wave 2 introduce aimers; after wave 3 introduce spinners, and later waves spawn groups of 2–3. Enemies have moderate HP scaling with the wave, award score when destroyed, and have a chance to drop cheese. Cheese slowly falls, is magnetically attracted when the player is within about 2 arena units, and on collection awards 100 points and about +0.22 power. The score also increases slowly over time. Each wave lasts roughly 15 seconds plus a scaling amount, then increments the wave, slightly increases power, and displays a brief toast such as “Wave 2.”

When the wave number is divisible by 4 and all regular enemies are gone, spawn a large boss near the top. Bosses sway horizontally near the top, have HP around 260 plus a wave scaling amount, award 2500 points when defeated, clear most enemy bullets, increase power by 1, and drop six cheese pickups. Show a centered boss HUD with a boss name (“CAPS CLAW BOSS,” or on every sixth wave “MECHA CAT LOCK”) and a pink-to-yellow health bar. Alternate through three boss attacks: a rotating 18-way radial spread, a seven-shot cyan aimed fan, and a wide 12-shot wavering horizontal/fan pattern in pink and yellow; make attacks faster when the boss is below 45% health. Increase bullet speed/density gradually with wave.

Provide a polished HUD over the game: a translucent dark rounded panel at the top-left showing Score, Wave, Lives, and Power with bright cyan values; a large rounded Pause button at top-right; the boss health bar centered below the top bar only during boss fights; and large temporary glowing center toast messages such as “Boss incoming,” “Boss cleared! +Power,” “Hit! Keep dodging,” “Paused,” and wave announcements. On the title screen, show a centered dark translucent/radial card with the title, subtitle explaining that the player is a tiny mouse keycap dodging cat-code bullets, a “Start Run” button, and instructions for keyboard/mobile movement, Focus, auto-fire, cheese, waves, and bosses. Pause must work via the Pause button or P key and freeze gameplay while preserving visual UI. On game over after all lives are lost, show “Run Over,” the final score, best score, and wave with a Restart button; persist the best score in local storage. Include basic laser and hit sound effects unlocked after the first pointer/keyboard interaction. Make the layout responsive to both desktop and portrait mobile screens, preserving the vertical arena and touch-safe HUD controls. Expose game state methods window.getGameState() and window.setGameState(patch) for score, wave, lives, power, pause/mode, player position/invulnerability, and inspection of bullets/enemies/pickups/boss.

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