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Arcade › Maze Brawl
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Nobody has said anything about Maze Brawl yet. Play it, then tell the creator what you would add next.
Maze Brawl was built 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 Maze Brawl 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 browser-based 3D third-person action game titled “Maze Brawl.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following a player avatar from behind at about 8 units distance. The player is a simple stylized blue/cyan capsule-bodied character with a dark rectangular visor, standing in a large enclosed maze arena. Use a dark warm brown background and ground, atmospheric fog, soft shadows, and warm directional/hemi lighting for a golden, slightly ominous look. World and maze: Make a flat square brown ground plane roughly 120 by 120 units. Build a readable labyrinth from substantial mustard-yellow/gold wall segments about 4.2 units high, with brighter yellow cap strips along their tops. The maze occupies roughly a 100-by-100 area: create an outer rectangular ring and alternating horizontal/vertical interior lanes with repeated openings/dead ends, based on a 15-cell grid with 7-unit spacing. Add five dark brown landmark pillars (at the four corners of the maze and one at the center), each a short faceted cylinder around 5.5 units high. Walls must be solid collision geometry, while the ground supports movement and jumping. Player and controls: Place the player near the middle at approximately (0, 0.18, 7). The avatar is a capsule body with a blue material and a dark visor facing forward. Provide third-person movement with WASD and arrow keys, camera look by dragging/pointer input, Shift to run, and Space to jump. Also support the on-screen ATTACK button for pointer/touch input. The player should collide with the floor and maze walls and use gravity and a jump impulse; normal movement speed is about 7 and jump speed about 9. Keep the camera oriented behind/around the player and allow looking around the maze. Enemies and combat: Spawn exactly 10 enemies at these approximate maze positions: (-35,-35), (35,-35), (-35,35), (35,35), (0,-35), (0,35), (-35,0), (35,0), (14,14), and (-14,-14). Each enemy is a red/orange stylized creature made from a capsule-like body and a separate round head, with two small glowing yellow eyes. Enemies have 2 hit points. They idle by drifting around their home position; when the player comes within 13 units, they move toward the player at roughly 1.25 units/second, but stop when closer than about 2.3 units. Enemies should orient toward the player while chasing. They can be briefly stunned and knocked back when struck, and flash pale yellow on hit. Do not add enemy attacks, player health, weapons, pickups, ranged attacks, or other mechanics not specified here. Attack: Allow F on the keyboard and the ATTACK button to perform a melee strike, with a cooldown of about 0.48 seconds. The strike affects living enemies within 3.1 units of the player and generally in front of the player (dot product of enemy direction and facing direction greater than 0.05). Each valid strike removes one HP and knocks the enemy about 1.25 units forward while stunning it for about 0.45 seconds. On attack, show a brief glowing pale-yellow circular ring around the player on the ground that expands and fades. When an enemy reaches zero HP, hide/remove it and increment the defeated count. There is no explicit player death/game-over system; the game ends only after all enemies are defeated. HUD and presentation: Overlay a fixed HUD that does not intercept gameplay input except for the attack button. At the upper left, show the large bold, widely letter-spaced title “MAZE BRAWL” in pale cream/yellow with a subtle dark shadow. At the upper right show two lines exactly in the style “Enemies: 10” and “Defeated: 0,” updating live as enemies are defeated. At the bottom left show the small instructional text: “WASD / arrows to move · drag to look · Shift to run · Space to jump · F or ATTACK to strike”. At the bottom right place a circular dark red/brown ATTACK button with a thin glowing pale-yellow border, cream bold label, subtle golden glow, and a small pressed/down visual state; make it usable on touch devices. Keep the canvas full-screen and responsive. Victory: When the living enemy count reaches zero, display a centered translucent dark panel with a subtle pale border and the message “LABYRINTH CLEARED” in bold, followed by “Refresh to run it again” in smaller text. Maintain the warm low-poly/stylized materials, fog, shadows, and uncluttered arena presentation throughout.