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Mecha Chameleon

  • 3d
  • third-person
  • action
  • shooter
  • robot
  • sci-fi
  • arena
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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. Viren Vats built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Mecha Chameleon yet. Play it, then tell Viren Vats what you would add next.

Make your own game

Mecha Chameleon was built by Viren Vats 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 Mecha Chameleon 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 Mecha Chameleon

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 lightweight browser-based 3D third-person action game titled “Mecha Chameleon.” Use Three.js or an equivalent WebGL engine with a smooth third-person camera that follows the player from behind at roughly 6.5 units away and 2.2 units high; allow mouse look around the character and pointer lock. The world is a simple stylized sci-fi city arena: a large dark blue ground plane, intersecting slightly lighter blue roads crossing the center, several simple gray-blue box obstacles scattered around, and a handful of low-poly city buildings around the perimeter. Use a dark navy-blue sky/background and minimal lighting with cool ambient light and a warm directional light. Keep the art low-poly and lightweight rather than photorealistic.

The player is a small green-tinted humanoid mecha/chameleon robot, animated with idle, run, and jump/fall animations. Spawn it near the front edge of the arena at approximately (0, 0, -22). Controls: WASD moves the robot, SPACE jumps, and mouse movement looks around through the third-person camera. The player should face/move according to the camera-relative controls. Clicking uses pointer lock for the mouse; while active, clicking fires an energy blast, subject to a 1.2-second cooldown. Fire a bright cyan/teal glowing spherical projectile from approximately the robot’s head, traveling horizontally in the camera’s forward direction at about 26 units/second. Projectiles disappear after about 1.6 seconds or when they travel too far.

Place exactly five red/orange-tinted humanoid robot enemies around the arena at roughly (-18,-12), (19,-9), (-15,14), (16,17), and (-22,4) on the X/Z plane. They begin idle, then each continuously chases the player at about 5.5 units/second when farther than close melee range, turning to face the player. At close range they stop and damage the player continuously for 18 health per second. Each enemy has 50 health; each energy blast that hits within roughly 2.4 units deals 28 damage, so normally two shots defeat one enemy. On death, leave the enemy model visible in a fallen/tilted pose rather than removing it, and increment the defeated count. Do not respawn enemies.

Scatter nine rotating collectible gold coins around the arena at approximately (-6,-14), (7,-15), (-10,8), (11,9), (-3,19), (14,-4), (-17,2), (5,25), and (-19,-5). Make them hover/bob slightly while rotating. When the player gets within about 2.1 units, collect the coin and immediately remove it; each coin restores 12 health, capped at 100. Add a glowing cyan/teal extraction landing pad near (0,0,26), visibly brighter than the surrounding floor. The player can only win after all five robots are defeated and then walking within about 5.5 units of this pad. Do not make reaching the pad alone a win.

Display a clean HTML HUD over the game. In the upper-left, show a dark translucent panel labeled HEALTH with a horizontal health bar initially filled bright green and text “100 / 100”; smoothly update its width and turn it yellow below 60 health and red below 30. In the upper-right show “Robots Defeated: 0 / 5,” updating the count. Along the bottom center show a dark translucent instruction panel reading approximately “WASD: Move | SPACE: Jump | CLICK: Shoot Energy | Mouse: Look around” and “Defeat 5 robots then reach the glowing pad!” Put a small yellow status text above it for the firing state, such as “Click to shoot energy blasts!” initially and “Energy charging...” during the cooldown. Clicking should not fire again until the 1.2-second recharge is complete.

If health reaches zero, stop gameplay and show a centered dark translucent end screen with the red title “GAME OVER,” explanatory text that the robot was damaged too much, and a “Play Again” button that reloads/restarts the arena. On successful extraction after defeating all five robots, stop gameplay and show a centered end screen with green “MISSION COMPLETE!” and text explaining that all five robots were defeated and the extraction point was reached, plus the same Play Again button. Use a simple responsive canvas that fills the browser window, with no extra menus or invented abilities; the core loop is movement, jumping, camera look, cyan energy shooting, enemy pursuit/melee damage, health-coin pickups, five kills, and extraction.

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