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Arcade › MADMAN Arsenal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tkebuchaval built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about MADMAN Arsenal yet. Play it, then tell tkebuchaval what you would add next.
MADMAN Arsenal was built by tkebuchaval 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 MADMAN Arsenal 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 playable 3D top-down arena survival game titled “MADMAN Arsenal” using a Three.js-style WebGL scene. The game is viewed from a perspective camera above and slightly behind the player, following the player around a circular cosmic battle platform. Use a dark navy/black background with fog and a star field, a thick metallic cylindrical arena base, a glowing cyan outer ring, and subtle purple/cyan lighting. Keep the arena bounded so the player and enemies cannot leave it. The player is a small stylized black-suited ranger hero at the center: black metallic torso and limbs, a rounded black helmet with a pale horizontal visor, a bright gold belt ring, a pale diamond-shaped chest emblem, and a softly pulsing purple aura ring around the feet/body. The held weapon must visibly change when the equipped loadout changes. Start each run with 100 health, score 0, wave 1, 0 MADMAN Coins, and only the Cardboard Sword owned and equipped. Core gameplay is wave-based arena combat. Clicking “Start Fight” begins wave 1, spawning 3 + current wave Shadow Gang monsters around the outer edge of the arena. When every monster in a wave is defeated, automatically increment the wave and immediately spawn the next wave. Enemies continuously move toward the player, face the player, and attack when within approximately 1.2 world units. Each enemy strike removes 10 health, with a brief player invulnerability period after a hit. End the run when health reaches 0 and show a game-over overlay with the final score, wave, and coin count plus a “Fight Again” restart button. Make Shadow Gang enemies visibly distinct: dark red armored bodies with black/dark masks and shoulders, black heads, glowing red/pink horizontal visor slits, simple arms and legs, and pulsing visor light. Enemies have 2 health on wave 1, increasing by 1 every two waves, move at roughly 2.15 units/second with modest wave scaling, and can be pushed back by attacks. Show hit sparks, expanding ground rings, death effects, projectile muzzle sparks, and orange rocket explosions; use cyan/blue effects for ordinary attacks, gold for kills, and orange for rockets. Implement four weapons with exactly these roles and values: 1. Cardboard Sword: free starter melee weapon, the weakest weapon. Cooldown 0.55 seconds, damage 1, range 2.25, short forward arc, strong knockback. On attack, hit all enemies within range and the forward-facing arc, showing a cardboard-colored slash/ground effect; display a “Cardboard Sword whiffed” message if nothing is hit. 2. Pipe Shooter: costs 75 MADMAN Coins. A ranged junk-built pipe weapon with cooldown 0.34 seconds, damage 1, projectile speed 18, projectile lifetime 1 second, and moderate knockback. Fire a small pale-blue projectile toward the nearest enemy within 12 units, automatically turning the player toward that target. 3. MADMAN Blaster: costs 180 MADMAN Coins. A faster, stronger cyan blaster with cooldown 0.19 seconds, damage 2, projectile speed 22, 1-second projectile lifetime, and stronger knockback. Fire larger bright cyan projectiles and automatically aim at the nearest enemy within 12 units. 4. Rocket Launcher: costs 420 MADMAN Coins and is the best weapon. Cooldown 1.05 seconds, direct damage 4, projectile speed 13, lifetime 1.2 seconds, heavy knockback 10, and a 3.3-unit splash radius. Fire a visibly modeled orange launcher rocket; on impact or expiration, create an orange explosion that damages every nearby enemy with distance falloff, applies splash knockback, and produces a large expanding ring and sparks. Show a “Rocket Launcher fired” message when used. Every defeated enemy awards 100 score and 25 + 5 × (wave - 1) MADMAN Coins. Coins are spent in the shop during a run. The shop may be opened only while actively playing, pauses combat while open, and can be toggled with keyboard B or a mobile/desktop Shop button. Buying an unowned weapon immediately equips it; clicking an owned weapon equips it without charging again. If the player lacks funds, show a message stating how many more coins are needed. Weapon hotkeys are 1, 2, 3, and 4 for the four weapons. Desktop controls: WASD or arrow keys move the player; Space attacks; B opens/closes the shop; number keys equip owned weapons. Mobile controls: provide a large left virtual joystick for movement, a prominent ATTACK button for the currently equipped weapon, a Shop button, and tappable weapon slots. Movement uses a responsive analog joystick and clamps the player to the circular arena. The player should face their movement direction smoothly, while ranged attacks retarget the nearest enemy. Build a readable HUD over the 3D scene with two translucent dark glass panels at the top: left panel labeled “MADMAN Arsenal” showing Score, Wave, and MADMAN Coins; right panel labeled “Black Ranger Loadout” showing Health and current Weapon plus a short controls hint. At the bottom, show the left virtual joystick and, on the right, an ATTACK card showing the Space key and current weapon, a Shop button, and four weapon slots labeled 1–4. Clearly mark the current weapon, owned weapons, and locked weapons with status text and costs. Use a dark futuristic UI with rounded panels, thin translucent borders, gold highlights, cyan accents, violet accents, orange rocket accents, and red danger effects. Before play, show a centered modal titled “MADMAN Arsenal” explaining that the black-suited hero fights Shadow Gang monsters, starts with a cardboard sword, and earns MADMAN Coins. Include controls and a gold “Start Fight” button. The shop modal should be titled “MADMAN Shop,” show the current coin balance, four weapon purchase/equip cards with the exact names, prices, and concise descriptions, and a “Back to Fight” button. On defeat, show “Down, Not Defeated,” final stats, and “Fight Again.” Keep the presentation polished, responsive for desktop and mobile, with no extra gameplay systems such as bosses, dodge rolls, chests, or additional weapons.