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Arcade › Mute Effect
Click the game above and it runs right here in your browser. No download, no installer, no account needed. acornissoco01649 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mute Effect yet. Play it, then tell acornissoco01649 what you would add next.
Mute Effect was built by acornissoco01649 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 Mute Effect 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.
Rebuild a browser-based 3D sci-fi robot combat game titled “MUTE EFFECT,” with a dark neon cyberpunk/space-station presentation. Use a Three.js-style 3D scene with a deep navy background, atmospheric fog, cyan and magenta accent lighting, soft shadows, and a clean HUD overlay. The game begins in a lobby: show a centered translucent dark panel with a thin cyan border, the large glowing cyan title “MUTE EFFECT,” the subtitle “Drop into the sector, pick a server, and mute the opposition.”, a full-width cyan-outlined “SERVERS” button, and the hint “Lobby controls: W A S D move · SPACE jump · T chat.” In the upper-left HUD, always show “MUTE EFFECT” and the smaller label “ROBOT COMBAT // SECTOR 07”; in the upper-right show a bordered status badge reading “LOBBY.” Behind the lobby overlay, place a simple cyan humanoid robot in a small 3D space, controlled in a third-person view with WASD movement and jumping. Clicking SERVERS opens a centered server browser panel titled “SERVER BROWSER” with the text “Choose a match size.” Provide three selectable rows: “Echo Yard” with “2 / 4 players,” “Void Market” with “3 / 4 players,” and “Silent Core” with “1 / 2 players,” each with a JOIN label on the right, plus a BACK button. Selecting a server opens a server-ready panel whose title is the selected server name in uppercase, with the text “Server ready. Your team is cyan. Enemy team is magenta.” Include START MATCH and LEAVE buttons and the control hint “Game controls: WASD · SPACE · jump · 1-5 slots · C crouch · LMB shoot · RMB aim · T chat · P pause locally.” (Preserve the intended controls and wording even if some movement behavior is supplied by the 3D controller.) When START MATCH is pressed, hide the menu overlay and enter an enclosed arena in first-person view. The player is a blocky cyan robot spawned near the south side at approximately (0, 0, 14). Build a large square dark metallic floor approximately 48–64 units wide, with subtle glowing blue grid lines at regular intervals. Surround it with four modular sci-fi station walls and a gate/door at the south spawn entrance. Add five brown/orange weapon chests with golden lids at positions roughly (-9,-7), (9,-5), (-8,8), (8,9), and (0,0). Chests should open automatically when the player comes within about 1.6 units; opening one should rotate the lid slightly, post “SYSTEM: Chest opened — slot 2 equipped” in chat, and switch the active weapon slot to slot 2. Populate the arena with four magenta enemy block robots at roughly (-6,-9), (6,-8), (-10,5), and (10,4), plus two cyan/teal teammate robots around (-3,4) and (3,5). Robots are simple stylized geometric figures: rectangular torso, dark rectangular head, bright horizontal visor/eye, and two dark block legs. Enemy bots should pursue and face the player, move toward the player when farther than about five units, and periodically damage the player when within about 13 units. Each enemy has 100 HP; when shot down it disappears for three seconds, then respawns at a random position in the arena with full health. Teammates should remain cyan/teal and wander with gentle oscillating movement rather than attack. The player has 100 HP; enemy damage reduces it by 4, and when it reaches zero, immediately restore the player to 100 HP, return them to the spawn position, and add “SYSTEM: You were eliminated — respawned.” Use a first-person perspective camera with a small centered white/cyan glowing crosshair made from horizontal and vertical bars. The player can shoot with the left mouse button using a center-screen raycast. If the ray hits a bot, reduce its HP: slots 1–3 deal 22 damage, slot 4 deals 34, and slot 5 deals 45. On a successful hit, add a chat message such as “YOU: hit enemy bot” or “YOU: hit teammate bot”; defeating any bot increments the score and hides it until respawn. Every shot should also create a very brief bright yellow laser beam effect extending forward from the camera. Provide five selectable weapon slots using number keys 1–5, with the displayed names “Pulse Pistol,” “Laser AK47,” “Laser Mac-10,” “Action Shotgun,” and “Laser Sniper.” Show these as a bottom-center horizontal weapon bar; each slot has a number, dark translucent background, and cyan highlighted border/glow for the active slot. The visible weapon system is represented by the HUD and laser effect rather than requiring a detailed gun model in the player’s hands. Show a bottom-left health panel reading “HP 100” with a cyan/green horizontal fill bar that shrinks with damage. Show the match status in the upper-right as “Echo Yard · LIVE,” “Void Market · LIVE,” or “Silent Core · LIVE,” depending on the selected server. When a match starts, add “SYSTEM: Match started. Find a chest.” to the chat log. Implement T to toggle a compact chat panel at bottom-left above the health display; it has a dark translucent background, a cyan border, a scrolling message area, an input field with placeholder “say something...” and a SEND button. Press Enter while chat is open to send the typed message as “YOU,” with an 80-character limit. Implement P to locally pause/unpause the match, stop gameplay updates while paused, change the status badge to “PAUSED,” and show a large glowing magenta “PAUSED” label centered on screen. Keep the overall visual style restrained and readable: dark navy/black surfaces, translucent panels, thin cyan borders, cyan player/team elements, magenta enemies and pause accents, cyan fog-lit sci-fi architecture, and glowing futuristic typography. Make the interface responsive and ensure the 3D canvas fills the browser window.