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Arcade › Lobby Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
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Lobby Rush was built by Isaac Fortune 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 Lobby Rush 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.
Rebuild a browser-based Three.js first-person survival arena game titled “Lobby Rush,” with a single-session lobby and AI players rather than real networking. Begin on a dark near-black neon-styled lobby screen with a centered rounded dark panel titled “Lobby Rush,” subtitle “Up to 10 players — lobby + live positions,” a Name text field defaulting to “Player,” a Total players numeric field defaulting to 6 and clamped from 1 to 10, and a purple gradient “Start match” button. Show the instructions “WASD move • Mouse look • Space jump • Shift sprint,” plus “Click the game to lock mouse. Esc to unlock.” Include the explanatory note that this is a single-session version with the human player plus AI and no real online multiplayer. Use a responsive HUD and touch controls on mobile. When Start match is pressed, play a short first-person/observer crash cutscene: a blocky stylized light-blue airplane with box fuselage, nose, tail, broad wing, tail fin, and up to ten tiny blocky colored passengers flies across a dark scene, dives, crashes, and emits bouncing/flying debris with camera shake. Provide a visible skip-cutscene button. After the cutscene, show a catalog/color selection screen with ten bright swatches (pale blue, pink, mint, yellow, violet, cyan, red, lime, blue, white), a selected swatch state, and a Play button. The chosen color is used for the human player. After Play, enter a first-person 3D arena. Use a simple low-poly/Minecraft-like visual style: dark green square ground plane, faint blue-purple grid, fog, boundary walls, scattered bright green grass blades/patches, and blocky humanoid players made from cuboid head, torso, arms, and legs with colored clothing and a glowing ring at their feet. Spawn the human plus the requested number of AI bots, named from the entered name and “Bot 1,” “Bot 2,” etc. AI players wander between random trees or the center and move with simple turning and walking animations. The human camera is at head height with mouse pointer-lock look on desktop; use WASD movement, Shift sprint, Space jump, and constrain movement inside the arena walls. On touch devices, provide four on-screen arrow buttons for movement, a Jump button, and swipe-look on the right half of the screen. Generate about 22 low-poly trees around an open central area. Each tree has a brown trunk, green spherical canopy, and hidden stump state. The player begins holding an axe, visible in the lower-right first-person view, and the bottom-center hotbar has selectable Axe and Wood slots with a wood count. Aim at a nearby tree and show a contextual interaction panel/button reading “Tree. Chop it for wood.” / “Chop” when the axe is selected. Each chop removes one of roughly 4–7 wood units from that tree and creates a small crossed blocky wood pickup near its base; when depleted, hide the trunk and leaves and show a stump. Aim at a pickup to show “Wood found.” and a “Put in inventory” button; pressing it removes the pickup and increments the player’s wood inventory. If the Wood hotbar slot is selected, show the wood bundle as the held first-person item and require switching back to Axe to chop. Place a campfire in the cleared arena center. Build it from a ring of rocks, crossed logs, and an orange emissive cone flame. Start it at level 1 with 100 fuel and a fuel bar in the HUD; fuel drains continuously at 0.5 per second during day and 1.4 per second during night, the flame disappears at zero, and its visual intensity/scale follows remaining fuel. Near the campfire, contextual interactions allow adding one inventory wood for +25 fuel, relighting an extinguished fire, or upgrading when eligible. Campfire upgrades cost 8 wood for level 1→2 and 16 wood for level 2→3, require fuel above 40%, increase maximum fuel by 60, refill to max, increase the night safe radius, and expand the map: level 2 makes the arena half-size 34 and level 3 makes it 44 (with refreshed grass and additional outer-ring trees). Display the campfire level alongside the fuel bar. Place a simple wooden crafting bench near the fire. When approached, show a contextual “Craft” action: spend 3 wood to craft a fuel bundle worth +60 campfire fuel. If the player lacks wood, show the corresponding requirement instead. All interaction prompts should be based on a short forward ray/cone check and only appear for nearby objects in front of the player. Run a repeating 90-second day/night cycle. Use a bright blue daytime background/fog and stronger lighting, then a nearly black-blue nighttime background/fog and dimmer lighting; night begins in the latter portion of the cycle and wraps at the beginning. Add system chat messages such as “Night fell… stay near the fire.” and “Daylight.” During night, activate a tall creepy deer-like block creature: dark cuboid torso and hips, long neck, pale skull-like head and snout, blocky antlers, long arms and legs, glowing pink-magenta eyes, and a subtle glowing ring beneath it. It tracks the human at speed 4, stays outside a safe radius of roughly 4.8 plus 2 per campfire level while the fire has fuel, and closes in when the fire is out. Its eyes visually close/squint when it is forced outside the lit fire radius. If it reaches the player outside the safe zone, continuously deal 28 damage per second. Put the creature on the minimap as a pink marker, subdued by day and bright at night. Include a player health bar starting at 100. When health reaches zero, enter a downed/ragdoll state: stop player movement, hide the held item, lay/spin the blocky player on the ground, switch to a pulled-back third-person camera, and display “You are down! Ragdoll… a bot will revive you…”. Bots should run toward the downed human; if one stays within about 2.2 units for two seconds, show revive progress and restore full health with “Revived! Stay near the fire at night.” There is no permanent game-over flow in the implemented behavior. Build a HUD over the game with: a leaderboard panel listing all players sorted by collected wood, rank, name, and wood score; a top/side status message area; health bar; campfire fuel bar and level; wood count/position status; bottom-center Axe/Wood hotbar; a translucent minimap; contextual interaction card; chat log with up to six escaped lines and an input field opened with Enter; and a small controls hint. The minimap should show the arena bounds, green tree dots, orange wood pickups, orange campfire, pink threat, colored player markers, a triangle for the human showing facing direction, and a subtle center marker. Support typed chat by prefixing messages with the player name. Use dark translucent panels, thin blue-violet borders, pale text, purple gradients for prominent buttons, and small neon accents over a black/blue-green low-poly world. Add simple synthesized UI/action sounds where available, but keep the game playable without audio.