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Mall Mayhem

  • 3d
  • fps
  • wave-survival
  • shooter
  • arcade
  • sci-fi
  • endless
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. Han Solo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mall Mayhem yet. Play it, then tell Han Solo what you would add next.

Make your own game

Mall Mayhem was built by Han Solo 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 Mall Mayhem 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 Mall Mayhem

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 first-person 3D wave-survival shooter called “Mall Mayhem.” The player is trapped in a dark, cleanly stylized shopping-mall food-court/concourse and must hold out against endless waves of rushing aliens, earning score by shooting them and losing when HP reaches zero.

Use a Three.js-style first-person camera with mouse pointer-lock on desktop and touch controls on mobile. The camera starts at approximately (0, 1.65, 40), looking through a large mall layout. Desktop controls: click the start overlay to lock the mouse; WASD moves, mouse looks, Shift sprints, Space jumps, left mouse shoots, R reloads, and Esc unlocks the mouse. When the player dies, unlock the mouse and show a game-over overlay with “Press Enter to restart.” Mobile should offer a left virtual analog stick for movement, right-side drag area for looking, and visible SHOOT, JUMP, RELOAD, and SPRINT buttons.

Build the mall as a broad 120-by-120 tiled floor in a deep navy/indigo palette, with subtle grid tile lines, perimeter walls, a central concourse bounded by long walls around x=-18 and x=18, four large shop blocks in the corners, four low square kiosks around the central area, and tall cylindrical pillars near the outer sides. Add blue neon/emissive strips along the inner concourse walls. Use shadows, cool hemisphere and directional lighting, fog, and a very dark blue background to create a moody neon mall atmosphere. Geometry should be simple boxes, cylinders, and clean architectural forms rather than detailed storefronts.

Enemies are bright neon mint-green emissive faceted icosahedron-like alien creatures. Spawn them from multiple distant entrances near the corners and rear edge of the mall, then have them rush directly toward the player while avoiding overlapping one another and colliding with mall obstacles. The first wave has 5 enemies to defeat (4 + floor(1*1.8)); spawn up to roughly 3 at once, with later waves increasing the total and enemy speed. Each alien has 100 HP. The player’s hitscan weapon deals 34 damage, so aliens generally require three hits; show a brief bright hit-flash and a small glowing cyan impact puff on hit, and a larger neon-green puff when an alien dies. Defeated aliens award 100 score. After all enemies in a wave are defeated, wait about two seconds and begin the next wave. Aliens within roughly 1.25 units attack on a cooldown of 0.65 seconds, damaging the player for 10 plus the current wave capped at an additional 10; end the game at 0 HP.

Give the player a simple hitscan firearm with a 12-round magazine and 60 reserve rounds at the start. Left click can fire repeatedly with about a 0.12-second cooldown. Each shot reduces ammo, emits a very brief pale tracer line from the camera to the hit point or an 80-unit range endpoint, and plays a sharp synthetic shot sound. Empty magazines produce an empty-click sound. Reloading with R takes about 1.1 seconds and transfers reserve rounds into the magazine; play a reload tone. Include brief glowing impact effects and Tone.js-style synthetic sound effects for shooting, hits, taking damage, reload, and empty fire.

HUD: put a small translucent rounded dark panel at the upper left showing “HP 100”, “Wave 1”, and “Score 0”; put a matching panel at the upper right showing “Ammo 12/60” and “Reload R.” Keep a thin pale crosshair centered on screen with horizontal and vertical bars and a faint cyan glow. Use pale lavender/white typography and translucent borders. Before play, show a centered translucent dark rounded instruction panel over a subtle blue radial-gradient overlay with the title “Mall Mayhem,” subtitle “Aliens in the food court. Of course.”, and instructions for click-to-play, WASD/mouse/Shift/Space, left-click/R/Esc. Keep the HUD visible behind the overlay as in the reference. The final look is a minimal, polished, cool-toned neon FPS arena: navy mall architecture, blue lighting accents, fog, and vivid mint alien enemies.

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