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Arcade › Monster Tambor
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Max Malyshev built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Monster Tambor yet. Play it, then tell Max Malyshev what you would add next.
Monster Tambor was built by Max Malyshev 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 Tambor 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 interactive musical toy titled "Monster Tambor". Use a Three.js-style perspective scene with a third-person orbit camera initially positioned around (8, 6, 10), looking toward the center island; allow orbiting by dragging, zooming within a moderate range, and prevent the camera from going below the ground. Render with soft shadows, warm sunlight, cool fill light, sky-blue background and matching distant fog. Build a circular tropical island: a large green circular grassy center about 18 units wide, surrounded by a sandy beach ring, then a larger blue ocean ring. Scatter roughly 40 tiny colorful flowers across the inner island, plus a handful of low green bushes. Place around ten palm trees in a loose ring around the monsters, with varied rotations and slightly varied scale. The overall visual style should be cheerful, low-poly/cute, colorful and lightly stylized, with ambient daylight and visible soft shadows. Place three cute animated 3D monsters at the center, spaced left-to-right: a purple Cthulhu-like monster on the left, a yellow bee hovering/standing above the middle, and a pale blue ghost on the right. Use cute animated monster character models, keep their idle animation playing slowly, and give each a distinct scale and slight Y rotation. The Cthulhu is around (-2.5, 0, 0.5), the bee around (0, 0, 1.5), and the ghost around (2.5, 0, 0.3), relative to the island center. They are the only actual interactive targets. The core mechanic is simply clicking/tapping a monster to make it sing one sequential note from its looping melody. On the first user click or key press, initialize/resume browser audio; clicking the renderer thereafter should raycast against the monster meshes and identify the selected monster. Each monster has its own synthesizer sound and note sequence: Cthulhu uses a deep sine-wave bass synth and notes C2, E2, G2, A2, F2, each for a quarter note; Bee uses a buzzy square-wave mid/high synth and notes C5, E5, G5, D5, A5, each for an eighth note; Ghost uses an ethereal triangle-wave synth and notes C4, E4, G4, B4, D4, F4, each for a half note. Advance that monster's note index on every successful click and wrap around its sequence. Also, on most clicks (about 70% chance), trigger a delayed random note from one of the other monsters for harmony. When a monster sings, make it bounce briefly for about 0.4 seconds with a small rhythmic vertical bob, then return to the ground/hover position. Display a large colorful floating music-note burst at the click/tap screen position, using varied symbols such as musical notes, with the monster's associated color, rising about 40–70 pixels while fading out over roughly 0.6 seconds. Independently, once every roughly 4–7 seconds, automatically choose one or two random monsters and play a soft random note from their respective sequences, also causing their brief singing bounce. This ambient melody begins after audio is available. Add fixed HTML overlay UI over the 3D canvas. At the top center show the yellow/gold title "🎵 Monster Tambor 🎵" with a dark shadow and the subtitle in Portuguese, "Clique nos monstrinhos para ouvi-los cantar!", in smaller semi-transparent white text. At the bottom center show a rounded translucent dark pill reading "👆 Toque nos monstrinhos!". Above each monster, project a floating screen-space label that tracks its 3D position and fades when behind the camera: "Cthulhu 🎸" in purple, "Bee 🎺" in yellow, and "Ghost 🎻" in pale blue. The labels should not block clicks. The note burst should appear above the overlay. Make the layout responsive to window resizing and suitable for desktop or touch screens. Do not add scoring, lives, enemies, combat, inventory, win/lose states, or movement controls: this is a relaxed click/tap-to-hear interactive music scene. The only gameplay feedback is the synthesized monster notes, brief monster bounce, harmony notes, floating music symbols, and labels.