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Arcade › Launchpad Sentinel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kodipacheco2001 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Launchpad Sentinel yet. Play it, then tell kodipacheco2001 what you would add next.
Launchpad Sentinel was built by kodipacheco2001 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 Launchpad Sentinel 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 browser-based 3D top-down battle-royale arena game titled "Launch Royale 3D". Use Three.js or an equivalent 3D engine with a dark navy background and fog, a perspective camera looking down from behind/above the player, and a circular market arena: a low dark-blue cylinder about 18 units in radius, with a thin glowing mint torus around its edge. Add soft blue/white overhead lighting, shadows, and a mint point light so the scene has a neon crypto-market feel. At launch, show a full-screen centered modal card over the scene. The card is dark translucent navy with rounded corners, a subtle blue border, and a shadow. Its heading reads "Token launch." on the first line and "Battle royale." in mint on the second. Explain: "Explore a 3D market arena, open loot boxes, pick up weapons, and survive the liquidity storm." Include a large pill-shaped gradient button labeled "LAUNCH INTO 3D" and the hint "WASD / arrows move · E loot · click or F fire · mobile controls included". Clicking/tapping the button starts or restarts the match and hides the modal. The player is a glowing mint-green capsule token at the center of the arena. Movement is top-down, with WASD and arrow-key controls, at roughly 6 units per second; keep the player hovering at a fixed height above the ground. Include the intended mobile UI: a translucent circular joystick with a mint center nub at lower left and circular LOOT and FIRE buttons at lower right. The desktop/game controls should support E for interaction and F or Space for firing. (The source UI exposes the mobile controls visually; preserve that presentation.) On reset, initialize 7 dark-blue loot crates randomly in the arena. Each crate is a chunky rectangular box with a raised glowing mint lid. When the player is near an unopened box (within about 1.8 units), show a bottom-center prompt "Press E or LOOT to open". E or LOOT opens it, raises its lid, awards 25 HYPE, and drops a random pickup at the crate location. The possible weapon pickups are pistol, shotgun, and machinegun, represented by scaled 3D weapon models; also place initial pickups at approximately (-6,-4), (7,-5), and (4,8). When the player is within about 1.5 units of a weapon, change the prompt to "Press E or LOOT to pick up"; interaction equips it, removes the world model, awards 15 HYPE, and updates the HUD with the uppercase weapon name and ammunition. Initial ammo should be 18 for pistol and machinegun and 8 for shotgun. Spawn 8 rival tokens, each as a colorful low-poly icosahedron (cycling pink, yellow, periwinkle, and purple), at random positions away from the center. They should chase the player at individual speeds around 1.2–2.4 units/sec. On contact within roughly 1.6 units, continuously damage the player for 10 health/sec. Each rival begins with 50 HP. Firing consumes one round and creates a small yellow projectile traveling toward the nearest rival at 18 units/sec; a hit within roughly 0.55 units deals 35 damage and awards 10 HYPE. Remove rivals at zero HP. Do not invent aiming mechanics: shots automatically target the nearest rival. The match ends in victory when all rivals are eliminated, or in defeat when player health reaches zero. Also damage the player by 12 health/sec when outside the shrinking market ring. The ring starts at radius 17.5 and shrinks over time at about 0.12 units/sec, stopping at radius 6.5; visually scale the glowing torus as it closes. The player starts with 100 health. Create a persistent HUD overlay matching the dark neon visual style. At top left, show a rounded panel with "LAUNCH ROYALE 3D" and the subtitle "loot the market before the ring closes". At top right, show three stats: HYPE, RUGS, and ALIVE, with large white values. Initialize them as HYPE 0, RUGS 0, and ALIVE 10; update HYPE from crate opening, pickups, and hits, and update ALIVE to the number of remaining rivals plus the player. Keep RUGS displayed and unchanged at 0. At bottom left, show a rounded WEAPON panel with the current weapon (initially "EMPTY HANDS") and "Ammo 0". Near the lower center, show contextual interaction/status messages that fade when not relevant, including "MARKET OPEN — FIND A LOOT BOX", "LOOT BOX OPENED — WEAPON DROPPED", and "WEAPON EQUIPPED". When the player wins, show the centered modal again with heading "MARKET DOMINATED." where DOMINATED is mint, and copy "You cleared the market with [score] hype." with a "LAUNCH AGAIN" button. When the player loses, show "TOKEN RUGGED." with RUGGED in pink/red and copy "Your token collapsed with [score] hype."; the same button restarts. Keep the game minimalist and polished: navy/black surfaces, blue-violet borders, mint accent glow, pink danger colors, rounded UI panels, and low-poly 3D objects with soft shadows. Use a responsive full-window canvas and prevent page scrolling so it works on desktop and touch-sized screens.