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Arcade › Monster Loop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Michel Wurie (Student) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Monster Loop yet. Play it, then tell Michel Wurie (Student) what you would add next.
Monster Loop was built by Michel Wurie (Student) 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 Loop 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 idle/management game titled “Monster Loop.” Show a top-down, slightly angled third-person view of a circular outdoor training track on a bright green grass field. The track is a wide oval/ring made of layered green surfaces: a darker outer ring, a light vivid running lane, and a darker grassy center, with two thin pale lane markings following the loop. Place a small black-and-white checkered finish line across the near/front section of the loop and orange training cones near the outer sides of the finish area. Use soft shadows, bright daylight, ambient/foggy pastel lighting, and a cheerful low-poly/cute 3D style. Load cute animated alien/monster character models and initially spawn five moving monsters around the loop: three Level 1 monsters and two Level 2 monsters, distributed around the lanes. Monsters continuously run around the oval in the same direction, using a looping walk animation. Their running speed is based on level, with higher levels moving slightly faster. Put a floating dark rounded label above every monster showing its level in yellow and its XP in the form “Lv.1 · XP 28/100” (values should reflect the monster’s current XP, capped visually at 100). Monsters should cast shadows. The central mechanic is drag-to-merge: the player can pointer/touch-drag a monster anywhere over the ground. On release, if it is close to another non-dragging monster of the exact same level, remove both and spawn one monster at the next level, up to Level 12, at their location. Reset its XP to zero and display a brief red notification such as “Merged into Level 2!” with a short confirmation beep. If no matching monster is nearby, leave the dragged monster in the new position and update its running angle from that position so it continues around the track. Display the instruction “Drag matching monsters together to merge • Tap the shop to train your team” above the bottom controls. Each monster completing a full circuit increments its personal lap count and XP, and increases the shared training progress and coin total. The shared training objective starts at 2 / 4 laps and is displayed at the top center as “TRAINING GOAL,” with a horizontal rounded progress bar filled about halfway using a coral-to-gold gradient over a dark maroon track. Label it “2 / 4 laps.” Clamp the goal at four laps; when four is reached, reset the displayed lap progress to zero and show a brief notification “Training goal complete! +1 badge”. The initial coin balance is 147.1K, displayed at the top right in a dark translucent rounded panel labeled “COINS,” with large gold text. Use compact formatting such as 147.1K as the balance changes. At the top left, provide two dark rounded square icon buttons: a music button showing “♫” and a sound button showing a speaker icon. Clicking them toggles their respective state and shows a brief notification (“Music on/off” or “Sound on/off”); sound effects should be simple short triangle-wave beeps when enabled. Music is only represented by the toggle state; do not add an unshown music player. Along the bottom, place three large dark teal gradient rounded shop cards/buttons in a centered responsive row. The first reads “COST OF 2X,” “11.9K,” and “Speed boost · 30 sec”; clicking it deducts 11,900 coins when affordable, activates a 2x running-speed boost for 30 seconds, and displays “2X speed boost active,” otherwise “Not enough coins.” The second reads “BUY LEVEL 3,” “3979,” and “Spawn a new monster”; clicking it deducts 3,979 coins when affordable and spawns one new Level 3 monster at a random point on a wider lane, with a “Level 3 monster joined!” notification, otherwise “Not enough coins.” The third reads “COLLECTION,” “▣ 1 of 12,” and “Open monster book”; clicking it only displays “Collection: 1 of 12 discovered.” Keep these cards and all HUD elements fixed over the 3D canvas, with pointer interaction enabled for the buttons and canvas dragging. Use a dark navy page/HUD background, translucent charcoal panels, thin light borders, rounded corners, gold/yellow headings and currency, white labels, and teal shop cards. Make the HUD responsive: the objective remains centered, the currency stays at top right, controls stay at top left, and the three shop cards fit across the bottom with small-screen adjustments. Keep the game playable immediately with an animation loop, responsive camera on window resize, pointer/touch dragging, continuously updating labels, laps, XP, coins, and boost state.