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Arcade › Monster Launch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. james built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Monster Launch yet. Play it, then tell james what you would add next.
Monster Launch was built by james 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 Monster Launch 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-playable 3D platform-fighting game titled “Monster Launch.” Use Three.js ES modules and a full-screen responsive canvas with a colorful low-poly, cute animated-monster style. The scene is a bright sky-blue daytime environment with light fog, soft shadows, a green distant circular grass disk below, and several fluffy white procedural cloud groups in the background. Use a third-person/side-on perspective: the camera is positioned high and in front of the arena, looks toward the center, smoothly follows the midpoint of the two fighters, zooms out somewhat as they spread apart, and adds a brief camera shake on hits and ring-outs. Build a floating platform arena. The main island is a wide green-topped, brown-sided rectangular platform centered near ground level, with a yellow stripe across its top. Add three elevated platforms with the same green top/brown sides/yellow stripe treatment: a left platform, a right platform, and a smaller top-center platform. Add a large pale-yellow rotating torus/ring visual behind the play area to suggest the blast zone. Fighters should be able to land on any platform when falling through its top, while falling below the bottom blast height or moving beyond the horizontal blast distance causes a ring-out. The core loop is a Super Smash Bros.-style stock battle slice. Before the match, display a centered dark translucent rounded message panel saying “Choose your creature fighter” with a green “Start Match” button. Below it, show four pill-shaped selectable fighter buttons: Flamelet (selected by default and highlighted yellow), Cosmo, Clucko, and Pinchy. Selecting a fighter changes the player character and player HUD name. The CPU is always Cosmo. Starting a match gives both sides 3 stocks and 0% damage, places the player on the left and CPU on the right, and removes the message panel. The goal is to launch the CPU out of the arena; each hit increases damage percentage, and higher damage increases launch force. When a fighter is ringed out, subtract one stock, show a burst of particles, temporarily hide the fighter, then respawn it above the arena with reduced residual damage and temporary invulnerability. The match ends when a side loses all three stocks; show “P1 wins!” or “CPU wins!” in the centered message panel, change the button to “Rematch,” and display “Press R or tap Rematch to play again.” The R key also starts a rematch. Use four original/cute monster-like combatants with clear silhouettes and these roles/colors: Flamelet is an orange/yellow dragon-like creature with orange attack effects; Cosmo is a blue-purple alien with cyan pulse effects; Clucko is a pale yellow chicken with yellow peck effects; Pinchy is a pink crab with pink claw effects. Prefer cute animated low-poly GLB models equivalent to the referenced Quaternius Cute Animated Monsters assets (YellowDragon for Flamelet, Alien for Cosmo, Chicken for Clucko, Crab for Pinchy), with a simple colored capsule-like fallback if a model is unavailable. Give each fighter a colored ring at its feet. Use idle, walk, jump, and bite/front attack animations when available. The fighter grows subtly with increasing damage and flickers while invulnerable. Implement movement physics: left/right acceleration, capped horizontal speed, ground friction, gravity, and two available jumps (double jump). The player controls are A/D or Left/Right arrows to move, W/Up arrow/Space to jump, and F or J to attack. Jumping creates a small cyan burst. Attacking has a short cooldown and attack window, creates a colored burst in front of the attacker, and only connects when the opponent is close, vertically aligned, and in front of the attacker. A successful attack deals roughly 10–16 damage, launches the target forward with force based on its current damage and upward force also based on damage, applies brief hitstun, creates a larger white impact burst, and shakes the camera. The CPU should automatically pursue the player, jump when the player is above it or it is in danger, move away from an edge, and attack when close, with a short combo delay. Add transient spherical particle bursts for jumps, attacks, impacts, and ring-outs; particles should have randomized velocities, gravity, fading opacity, and short lifetimes. Keep the arena and characters brightly lit with a hemisphere light and directional sunlight, ambient shadows, colorful materials, and readable silhouettes. Create an HTML HUD layered over the canvas. At the top left show a rounded orange-to-yellow P1 card labeled “P1 Flamelet” (or the selected name), a large damage number followed by “%,” and three yellow star stock icons. At the top right show a rounded blue/purple-to-cyan CPU card labeled “CPU Cosmo,” its damage percentage, and three yellow stars, right-aligned. Center the top HUD with a dark translucent rounded panel containing the title “Monster Launch” and a compact instruction/status line such as “A/D move • W jump • F attack • pick a monster below”; during play update it to explain that launching the CPU off the ring is the objective and higher damage flies farther. On mobile-sized screens, arrange the two fighter cards in the top row and the title/status panel below them. Add mobile controls over the lower portion of the screen: on the bottom left, two large rounded white translucent buttons labeled with left and right triangle icons; on the bottom right, a cyan “JUMP” button and coral/red “ATTACK” button. Make buttons touch-friendly, with pressed-state movement/shadow feedback, and ensure the overlay itself does not block the canvas except for interactive buttons. Keep the fighter selection pills just above the mobile controls. Use a friendly rounded display font, white text with subtle dark shadows, rounded cards, colorful gradients, and a polished family-friendly arcade presentation. Preserve responsive sizing for desktop and mobile, prevent page scrolling, and expose game state methods if useful for testing (running/paused/winner, selected fighter, both fighters’ positions, velocities, damage, stocks, grounded/platform state, camera position, and particle count).