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Microbe Drift

  • 3d
  • arcade
  • collection
  • survival
  • microbiology
  • top-down
  • neon
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. Hiruni Rupasinghe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Microbe Drift yet. Play it, then tell Hiruni Rupasinghe what you would add next.

Make your own game

Microbe Drift was built by Hiruni Rupasinghe 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 Microbe Drift 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 Microbe Drift

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 3D arcade survival/collection game titled “Microbe Drift.” Use a dark navy scientific petri-dish setting with a fixed elevated, slightly forward-looking perspective camera (Three.js-style perspective view) aimed at the player in the arena. The scene is a circular culture dish: a broad dark teal cylinder floor with a glowing cyan torus rim, subtle translucent teal culture-medium circle, deep blue background, atmospheric fog, cool cyan hemisphere/directional/rim lighting, soft shadows, and a restrained neon biotech aesthetic.

At launch, show a centered rounded rectangular start panel with a thin cyan outline and translucent dark-blue fill. Display the large glowing white title “Microbe Drift,” then the instruction: “Guide the amoeba through the petri dish. Collect 15 nutrients before the clock runs out — and dodge the hunting viruses.” Highlight “15 nutrients” in bright turquoise. Include a prominent turquoise rounded button labeled “Start culture,” plus the footer instruction “WASD / arrow keys to move · drag the pad on mobile.” Behind/above the panel, the gameplay HUD is faintly visible at the top in a rounded outlined bar with three columns: “NUTRIENTS” and “0 / 15,” “TIME” and “60,” and “STATUS” and “READY.”

When Start culture is pressed, hide the start panel and begin a round. The player is a glowing mint/turquoise amoeba, represented by the supplied ameoba model if available, centered initially at (0,0) in the dish. Give it a roughly 0.9 collision radius, movement speed about 5.2, and a subtle continuous rotation/organic motion. The player moves across the horizontal dish plane using WASD or the arrow keys; normalize diagonal movement. Also provide a mobile virtual joystick/pad in the lower UI: the player drags its inner stick, with the stick direction driving movement. Keep the amoeba inside the dish, clamped to a circular radius of about 8.8.

Spawn exactly 15 collectible nutrient objects at random positions in the annular area roughly 2 to 8.8 units from the center. Use the supplied unknown/7fac... asset for nutrients if it loads; otherwise make them small glowing pale-mint biological objects. They hover/bob vertically and rotate. When the amoeba comes within about 1.1 units, collect the nutrient, hide/remove it, increment the nutrient counter, and update the HUD. The goal is to collect all 15.

Spawn five pursuing enemies at round start: three “virus” hunters and two “bacteriophage” hunters, each starting randomly around radius 6.5–8.7. Use the supplied virus.zip and bacteriophage.zip models, with a fallback of glowing purple/pink biological forms if needed. Each enemy continuously homes directly toward the amoeba at a speed randomly chosen around 1.0–1.45. Visually orient hunters toward their travel direction. If any hunter comes within about 1.15 units of the amoeba, immediately end the game in a loss; there are no weapons, attacks, shields, lives, or enemy destruction mechanics.

The round has a 60-second countdown. Keep the HUD visible at the top with “NUTRIENTS [score] / 15,” “TIME [rounded-up remaining seconds],” and “STATUS ALIVE” while playing. End immediately with a win as soon as all 15 nutrients are collected, displaying status “WIN”; or end in a loss when a hunter touches the amoeba, displaying status “END”; or when the timer reaches zero, winning only if all 15 were already collected and otherwise losing. On game over, show a centered dark translucent rounded panel with cyan outline, title “Culture stabilized!” for a win or “Culture collapsed” for a loss, explanatory text matching the outcome (win: “You collected enough nutrients to stabilize the culture.”; collision: “A hunter reached the amoeba. Keep moving and use the whole dish.”; timeout: “The clock ran out before the colony could grow.”), and a restart button wired to start a fresh round. Restart must clear all prior objects, reset score to 0, timer to 60, player position to center, and spawn a new arrangement.

Use the supplied biological GLTF/GLB zip bundles as the primary visuals: ameoba.zip for the player, virus.zip for three viruses, bacteriophage.zip for two phages, and 7fac1e8a_791c_49ae_b911_c82afe.zip as the nutrient/unknown object; bacteria.zip may be loaded as an available biological asset but is not part of the active five-enemy round. Preserve the visible style: large soft-glowing white/cyan typography, rounded UI cards, thin cyan borders, turquoise action button, dark blue-black empty space around the dish, cool teal lighting, and a clean minimal scientific arcade presentation. Ensure the game is responsive and supports pointer/touch joystick input as well as keyboard input.

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