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Arcade › Monkey Mayhem
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Remix Monkey Mayhem 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 top-down arena brawler called “Monkey Mayhem” using Three.js or an equivalent real-time 3D engine. The camera should be a perspective camera positioned above and slightly behind the player, looking down into a circular jungle arena; smoothly follow the player during combat. Use a bright sky-blue background with light atmospheric fog, soft shadows, warm directional sunlight, and a stylized low-poly/cartoon look. The arena is a round green grass platform about 8.7 units in radius, surrounded by a thick raised brown wooden/earthen ring. Place roughly 22 evenly spaced simple jungle trees around the outside edge, each made from a short brown faceted trunk and a dark green spherical leafy crown. Characters and objects should cast shadows onto the ground. Add small dust-particle bursts and expanding ground rings for attacks, impacts, pickups, powers, and spawns. At the beginning, pause the game and show a dark translucent rounded character-selection panel. Offer exactly six selectable original gorilla fighters, each with a simple 3D spiky gorilla model and a card containing role, description, HP, damage, speed, and power description. The fighters and their actual gameplay stats/powers are: - Spike Kong, Balanced: speed 7.1, max health 100, damage 18, attack cooldown 0.42 seconds, range 1.78; special “Banana Burst,” on a 7-second cooldown, heals 26 (up to max) and hits nearby rivals in a 2.45-unit radius for 16 damage with strong knockback. - Gold Bruiser, Tank: speed 6.2, health 126, damage 22, cooldown 0.5, range 1.82; “Ground Slam,” 8-second cooldown, grants brief invulnerability and hits a 3.1-unit radius for 28 damage with strong knockback. - Shadow Fang, Speed: speed 8.4, health 86, damage 16, cooldown 0.31, range 1.72; “Shadow Rush,” 8-second cooldown, lasts 3.3 seconds and increases speed to 1.62x, adds 7 damage, reduces attack cooldown to 0.66x, and slightly increases range. - Ember Mane, Power: speed 7.4, health 94, damage 20, cooldown 0.4, range 1.8; “Flame Rage,” 9-second cooldown, lasts 4.5 seconds and adds 10 damage and 2.5 knockback to punches, with orange fiery particle effects. - Banana Medic, Support: speed 6.8, health 108, damage 15, cooldown 0.38, range 1.75; “Shield Peel,” 8-second cooldown, lasts 5 seconds, grants 3 shield charges, heals 20, and drops two nearby banana pickups. - Titan Clap, Bossy: speed 6.5, health 116, damage 19, cooldown 0.45, range 1.95; “Meteor Clap,” 9-second cooldown, hits all rivals within 3.5 units for 30 damage with very strong knockback. Build every gorilla from simple primitives: a colored rounded/spherical fur body, pale chest plate and abdominal blocks, head, muzzle and jaw, brow, ears, capsule-like arms and legs, hands, feet, and a row of seven small spikes/crest pieces on the head/back silhouette. Vary fur, skin, crest, body scale, arm scale, leg scale, and height according to the fighter/archetype colors and proportions. The player should face the direction of movement and have simple walking, punch, hit-flash, and power-aura animation. Punches visibly animate one arm forward and create dust on impact or miss. After selecting a fighter and pressing Start Fight, begin wave 1. The player starts near the center and rivals spawn around the outer portion of the circular arena. Movement uses WASD or arrow keys, with normalized 8-direction movement, momentum/damping, arena-boundary clamping, and facing toward the movement direction. Attack uses Space or an on-screen PUNCH button. A punch is a short forward-facing melee hit: it can affect rivals within the fighter’s attack range and roughly in front of the player, applies the fighter’s damage and knockback, and is limited by the fighter’s cooldown. Do not use ranged weapons. There are 10 escalating waves. For ordinary wave N, spawn 2 + min(N, 6) rival gorillas. Enemy base speed is (2.05 + N*0.24 + a small random amount), health is 34 + N*12, and damage is 8 + N, modified by the rival archetype. Rivals pursue the player, strafe around them, remain inside the arena, and periodically perform a short wind-up melee attack. Include these rival variants as they become available: - Rival Spike from wave 1: standard build, speed 1.02x, health 1x, damage 1x, score 1x. - Rival Bruiser from wave 1: slower at 0.9x speed, 1.2x health, 1.14x damage, tougher/larger arms and body, score 1.25x. - Rival Stalker from wave 2: 1.18x speed, 0.88x health, 0.92x damage, fast strafing at 1.3x, purple/dark styling and glowing eyes, score 1.15x. - Rival Ember from wave 2: 1.08x speed, 0.94x health, 1.06x damage, orange/red styling, score 1.18x. - Rival Captain from wave 4: 1x speed, 1.22x health, 1.18x damage, longer reach, gold shoulder accents/belt, score 1.38x. - Vine Hunter from wave 5: 1.24x speed, 0.92x health, 1.02x damage, very strong strafing at 1.45x, green styling, score 1.32x. - Stoneback from wave 6: 0.86x speed, 1.36x health, 1.22x damage, slow strafing, bulky gray styling and armor-like back plates, score 1.46x. Defeated ordinary rivals award score equal to 10 * wave * their score multiplier, have a chance to drop a floating rotating yellow banana, and create dust particles. Bananas bob above the ground, disappear after 12 seconds, and heal the player for 22 when the player comes within about 1.05 units, without exceeding max health. If Banana Medic’s power creates bananas, use the same pickup behavior. When all rivals in a wave are defeated, briefly show a centered dark translucent message such as “Wave Cleared,” then automatically start the next wave. On wave 10, instead of ordinary rivals, spawn exactly one final boss named Emperor Kong. Make him visibly larger and distinct: dark brown fur, pale chest, golden crest, a gold crown with alternating red and blue gems, health 720, speed 3.2, damage 18, radius 1.2, and score value 2500. Place him near the far side of the arena while the player starts at the opposite side. Emperor Kong has a short melee attack and, every few seconds when near the player, emits a large ground ring/dust pulse that damages the player for at least 8. Before the boss fight, pause gameplay for a roughly 4.8-second intro cutscene: orbit the camera around the boss, show a dark translucent overlay titled “Final Boss” with text “Emperor Kong drops into the arena — survive the entrance and finish all 10 waves.” Include a Skip button and allow Escape to skip. Player damage should reduce health and briefly knock the player back, with a short invulnerability window. Banana Medic shield charges absorb incoming hits instead of health damage. On health reaching zero, pause and show a centered “Monkey Down” message with the final score and a “Play Again” button. When Emperor Kong is defeated, award score, mark victory, and show “Banana Champion” with a message stating that the boss and all 10 waves were cleared, the chosen fighter’s name, and final score, plus Play Again. Include a Change Fighter button that returns to character selection and restarts the run. Create a fixed responsive HUD over the canvas. At the top, use a wide dark translucent rounded panel with a green-to-lime health bar, wave label (“Wave 1/10” format), score label, selected fighter pill, Power button/status, Change Fighter button, and objective text. Beneath the health bar show a second orange-to-yellow power cooldown bar labeled with the current power name; show “Power Ready” when available and a countdown while cooling down. The objective should show the number of rival gorillas remaining, shield charges, active power, or Emperor Kong’s HP as appropriate. Near the bottom center show the control hint “Move: WASD / Arrow Keys — Attack: Space / Punch — Power: Q / Power.” Support touch devices with a translucent bottom-left D-pad containing up, left, right, and down buttons, and bottom-right circular PUNCH and smaller POWER buttons. Keyboard Q triggers the selected special power. Make buttons pointer/touch friendly and responsive. Use dark brown translucent panels, cream text, gold/yellow headings, rounded borders, and soft shadows throughout. Start with the selection screen visible and the arena already rendered behind it; during the initial gameplay presentation, show a centered Wave 1 card reading “Defeat 3 rival gorillas.”