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Mantis Monarch

  • 3d
  • action-rts
  • top-down
  • insects
  • colony-sim
  • arcade
  • survival
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. ash built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mantis Monarch yet. Play it, then tell ash what you would add next.

Make your own game

Mantis Monarch was built by ash 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 Mantis Monarch 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 Mantis Monarch

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 playable browser 3D game titled “Mantis Monarch: Colony Wars,” using a Three.js-style low-poly top-down action/RTS presentation. The player directly controls a large green Mantis King in a circular garden arena. Use a green grass ground disc with soft fog, directional sunlight and shadows, scattered clusters of tall grass, three subtly tinted circular region areas, and a central raised tan nursery mound surrounded by a pale ring. The arena should feel like an outdoor garden viewed from above, with small stylized insect models made from capsule/sphere bodies, simple dark legs, and colored bodies. The Mantis King is bright green with pale head details and large raised foreclaws. Allies and hostiles are small colored bugs: weaver ants, ladybugs, Hercules beetles, fireflies, assassin bugs, plus enemy spider/wasp-like variants and oversized dark-red bosses. Add floating/bobbing resource pickups: cyan glowing octahedrons for nectar and brown wooden cubes for wood. Fallen enemies leave flat brown corpse markers; bosses leave larger corpse markers. Add brief expanding hit-burst effects when attacks land.

Core loop: move around the garden, automatically collect nectar and wood by walking into pickups, capture nearby neutral bugs to expand the swarm, fight recurring enemy raid waves, eat fallen enemy corpses to restore hunger, gain XP and biomatter, and defeat three region bosses to claim Sandbox, Kitchen, and Oak Tree territory. Spawn three bosses at the start, one in each named region; use a Hercules-like boss in Sandbox and Oak Tree and a firefly-like boss in Kitchen. When a boss dies, mark its region controlled, increase territory control, display a message that the region is yours and rival bugs push harder, and spawn additional resources. Spawn a starting army of two weaver allies and one ladybug near the player, plus neutral bugs positioned around the arena. Allies automatically follow/orbit the Mantis King, seek nearby hostiles, and auto-battle. Ally types should have distinct roles: Hercules is a tougher melee tank, firefly is a ranged/explosive attacker, weaver is a fast scout, assassin is a high-damage attacker, and ladybug is a guard that heals nearby allies. Enemy waves should periodically spawn around the outer arena and pursue the player and swarm; waves become larger with controlled regions and more intense in Autumn.

Player systems: give the Mantis King health, hunger/morale, stamina, XP and levels, with a starting health of 140, hunger 100, stamina 100 and level 1. Hunger continuously drains and low hunger (below 25) slows allied damage/morale. Eating a corpse within short range restores hunger, grants XP and biomatter; killing enemies also briefly restores some player HP. Reaching the XP threshold levels up, increases max HP by 10 and fully heals. If the Mantis King reaches zero HP, set a game-over state and show a defeat message. In Winter, standing near the nursery gradually heals the player. Grass provides camouflage: while idle in grass for over 1.3 seconds, the player becomes semi-transparent and Ambush deals increased damage; resting in grass also regenerates stamina more quickly.

Controls must work with keyboard and touch UI: WASD moves the Mantis King, and an on-screen circular joystick provides mobile movement. Q triggers Ambush Strike: target the nearest enemy within range, dash close to it and strike, with a stronger hit when camouflaged; give it a cooldown. E triggers Lacerating Claws: damage all enemies in a short radius and apply a temporary bleed effect; give it a cooldown. R triggers Inspiring Shriek: enrage the player and nearby allies temporarily, increasing their damage; give it a cooldown. C triggers Capture: if a neutral bug is within range, remove it from the neutral group and convert it into an ally, with a cooldown; otherwise show a “no neutral bug close enough” message. F eats the nearest corpse within short range. V toggles between two cameras: a high overhead command view offset above and behind the player, and a lower close “hunt” camera behind the player oriented with movement direction. Include the player’s basic automatic melee attack against enemies that get very close.

Implement a rotating seasonal cycle of Spring, Autumn, and Winter, changing about every 35 seconds. Spring uses a bright green environment, produces more resource pickups and announces fresh recruits; Autumn changes the ground/background toward brown-gold, increases hunger drain and raid intensity; Winter changes the environment toward cool blue-gray, reduces resource availability and provides healing near the nursery. Continue spawning resources according to the season and continue raid waves on a timer.

HUD should be a fixed, readable translucent dark-green interface with pale lime borders/text, rounded panels and a soft backdrop blur, matching the game screenshot. Across the top show the title, current season, camera mode (“Command view” or “Hunt view”), level, HP bar, orange Hunger/Morale bar, resource counts for Nectar, Wood and Biomatter, swarm counts for allies, neutral bugs and hostiles, territory names controlled and bosses remaining, plus a concise controls legend. Show a right-side objective panel with the current status message and the prototype loop: gather nectar and wood, capture neutral bugs, eat fallen enemies for biomatter, and defeat the three region bosses; when hunger is low, visibly warn that the army fights slower. At the bottom show buttons for “Eat Nearby (F)” and “Toggle View (V),” a large mobile joystick at lower left, and a two-column ability button grid at lower right labeled “Q: Ambush — Dash and strike,” “E: Claws — Triple slash + bleed,” “R: Shriek — Rage your swarm,” and “C: Capture — Tame nearby neutral bug.” Disable ability buttons during cooldowns and support pointer/touch input. Keep the style as a polished but clearly prototype-like low-poly insect strategy/action game; do not add unrelated buildings, unit fusion, progression screens, or features beyond this playable slice.

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