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Maze Blaster 3D

  • 3d
  • arcade
  • maze
  • shooter
  • neon
  • mobile-friendly
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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. Common man Channel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Maze Blaster 3D yet. Play it, then tell Common man Channel what you would add next.

Make your own game

Maze Blaster 3D was built by Common man Channel 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 Blaster 3D 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 Maze Blaster 3D

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-playable 3D arcade game titled “MAZE BLASTER 3D” using a Three.js-style scene. Present a dark neon sci-fi maze yard from a high, slightly behind-the-player perspective: a 15-by-15 grid floor made of large dark navy tiles/plane with glowing blue grid-like maze walls and a black-blue background with distance fog. Use a perspective camera that follows the player smoothly from above and behind, looking down toward the player and maze. Light the scene with cool blue ambient/hemisphere light, a warm directional light, and a cyan point glow near the center; use shadows, metallic materials, emissive neon accents, and a restrained arcade cyberpunk palette.

The player is a small hovering/rolling yellow-gold orb/robot at the lower/front area of the maze. Give it a spherical gold body, a small dark visor on its forward face, and a short bright cyan barrel/gun pointing forward. The player starts at approximately the center x position and the near edge of the playfield (world position 0, 0.55, 10). Movement is on the horizontal X/Z plane at a brisk speed, controlled by Arrow keys or WASD; movement direction also determines the player’s facing and shot direction. Prevent movement through maze walls and clamp the player to the playable bounds. Include touch controls: a four-button directional pad at the bottom-left (up, left, down, right) that behaves like the keyboard controls.

Build the maze from dark blue metallic rectangular wall blocks arranged around the outer edge and in a repeating interior pattern on the grid. The maze should contain collectible floating energy sparks: small glowing yellow spheres distributed on open grid positions roughly from -6 to 6 in both axes. They gently bob vertically. When the player gets close to a spark, remove it, add 10 points, and increase the player’s available blast energy by 1, capped at 6.

Spawn four colorful enemy hunters inside the maze, using bright emissive spherical forms with two small white eye spheres on their forward side. Use pink, cyan, purple, and green variants. They should chase the player directly across the floor at slightly different speeds, without needing complex pathfinding. If a hunter reaches the player, continuously drain the player’s three lives/health resource over time; the game ends when health reaches zero.

The player can fire cyan energy shots in the current facing direction with Space, or by pressing the on-screen circular “BLAST” button at bottom-right. Shots are small glowing cyan spheres moving quickly forward and expiring after a short lifetime. Firing consumes one stored blast charge; automatic repeated firing may occur while Space or the touch blast button is held, while a press also fires immediately. A shot that hits a hunter destroys that hunter and awards 100 points. The game ends successfully when all hunters are destroyed OR when all collectible sparks have been collected. On a win, show a “MAZE CLEARED!” state and final score; on defeat, show “GAME OVER” and final score. Show a visible RESTART button when the game is over, restoring the four hunters, all sparks, the starting player position, three health, zero score, and zero blast charges.

Overlay a fixed HUD over the canvas. At top-left show the title “MAZE BLASTER 3D” in bold bright yellow and a status line during play in the format “LIVES [health] · SPARKS [remaining] · SCORE [score] · BLASTS [charges]”. Include a small bottom-left instruction such as “Collect sparks, blast the hunters, and clear the maze.” The bottom-right BLAST control should be a glowing cyan outlined circular button, and the bottom-left directional pad should use four dark translucent rounded square buttons with white arrow glyphs. Keep the UI responsive and support both desktop keyboard/mouse and mobile touch input. Do not add unrelated weapons, levels, menus, power-ups, or mechanics beyond this single maze-clearing round.

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