Arcade › Mars Serpent
Oh no the galaxy storm is here get to the Moon then then the earth to fight the galaxy storm and beat the game
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maura McVey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mars Serpent yet. Play it, then tell Maura McVey what you would add next.
Mars Serpent was built by Maura McVey 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 Mars Serpent 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 Three.js-style 3D arcade game titled “Mars Serpent.” Set it in a dark neon outer-space corridor with a black-purple background, dense white starfield, light fog, glowing cyan lane/path lines, and a third-person camera positioned behind and above the player, looking forward along the route. The route runs from Mars at the start, through the Moon checkpoint, to a Galaxy Storm boss near Earth, and finally Earth. Show large planets beside/near the route: a reddish-orange Mars behind the starting position, a pale gray Moon with a bright cyan halo around the checkpoint, and a large blue Earth with a cyan halo at the goal. Use a polished neon sci-fi HUD with translucent navy panels, cyan borders/glows, white Orbitron-like text, and colorful emissive lighting. The player is a glowing segmented neon serpent flying forward through space. Build a head and up to 32 spherical body segments, initially showing 7 segments; cycle cyan, purple, and green emissive materials across the body, add a bright cyan head light, and leave a thin glowing cyan trail behind it. The snake continuously advances down the Z axis. Steer horizontally with Left/Right arrows or A/D; constrain it to the corridor. Holding Up/W/Space or the mobile BOOST button increases forward speed by 1.45x. The snake gently bobs vertically while moving. On mobile, provide large lower-left left/right buttons and lower-right BOOST and FIRE buttons; on desktop hide the touch controls and show a small control hint. Place rows of rotating, faceted dark-purple/gray asteroids across the path, with gaps that require steering. Place five moving pink alien monsters at different route positions; they sway side-to-side and rotate. Place 18 floating yellow glowing energy orbs spaced along the route. When the snake head reaches an orb, hide it, add 100 score, and increase snake length by one, up to the visible segment limit. Colliding with an asteroid, alien, or boss projectile plays a crash sound, reduces health/shield and shortens the snake by one, but enforce a one-second hit cooldown. Start health at 100. Difficulty selection on the start screen must offer EASY, MID, and HARD: Easy storm health 7, attack-rate multiplier 1.2, damage 1; Mid storm health 10, attack-rate multiplier 1, damage 1; Hard storm health 14, attack-rate multiplier 0.72, damage 2. The displayed HUD should show selected mode, Length, Health out of 100, Moon status, storm status when relevant, next destination, and Score. At the top, show the title “MARS SERPENT,” a long route progress bar colored from Mars orange through yellow/gray/cyan to Earth blue, and a Moon marker around the midpoint. Start on an overlay panel saying: “Guide the neon snake from Mars to the Moon, then back to Earth. At the end, defeat the Galaxy Storm with lightning bolts.” Explain keyboard controls and provide the three difficulty buttons and a glowing “Launch from Mars” button. Starting launches a roughly 4.4-second Mars takeoff cutscene: the serpent rises and moves from beside Mars to the route start while the camera shakes slightly and a banner says “Mars Takeoff” with ignition text and a “Skip launch” button. After it, resume normal forward travel. When the player reaches the Moon, stop travel for a roughly 3.8-second checkpoint cutscene showing the serpent arcing around the Moon in low gravity. Add 250 score, restore 10 health (capped at 100), mark the Moon reached, and display “Moon Checkpoint” text saying that the Earth course is locked in, with a “Skip moon scene” button. Then resume just past the Moon. When the player reaches the storm position, start a stationary boss fight rather than normal travel. Display a large glowing purple storm core surrounded by three rotating cyan/pink rings and a purple point light, plus a GALAXY STORM boss health bar. The serpent stays around the storm depth and can steer left/right. Fire lightning bolts forward with K, Enter, J, or the mobile FIRE button, with a short 0.22-second fire cooldown. A bolt travels forward and removes one boss-health point when it hits the storm core, awarding 125 score. The Galaxy Storm has three escalating phases: phase 1 above 6 health fires one aimed pink faceted attack at a time; phase 2 at 6 or less fires two attacks with increased speed; phase 3 at 3 or less fires faster attacks plus side-swipe attacks, with larger projectiles. Projectiles travel toward the player, can drift sideways, rotate, and damage health/length on collision. Show phase transition banners: “Storm Phase 2” with a warning about double waves and “Storm Phase 3” with a rage-mode warning; allow the button to say “Keep fighting.” During the initial storm intro show “Galaxy Storm” and “Final fight! Shoot lightning with K or Fire, and dodge the deadly storm attacks,” with a “Dodge + Shoot” button. When storm health reaches zero, hide it, award 750 score, restore 10 health capped at 100, and resume just beyond the boss. After defeating the storm, continue forward toward Earth. On reaching Earth, play a roughly 4.2-second “Earth Landing” cutscene in which the serpent glides through the blue halo toward the planet, with text about the home signal and a “Skip landing” button; award 500 score. Then show a win overlay titled “Earth Reached!” stating “Mars → Moon → Earth complete!” and reporting final length and score, with an option to launch again and support R to restart. If health reaches zero before completing the route, stop the game, hide active storm effects, and show a “Snake Lost” overlay explaining that monsters and asteroids drained health, with score and a retry button; R should also restart. Include smooth object rotation, emissive bloom-like glow, camera tracking, fog, responsive resizing, and the route progress HUD throughout.