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Necro-Bot: 3D Core

  • 3d
  • platformer
  • action
  • side-scroller
  • sci-fi
  • neon
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pinky Ringy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Necro-Bot: 3D Core was built by Pinky Ringy 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 Necro-Bot: 3D Core 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.

Read the build brief for Necro-Bot: 3D Core

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 playable Three.js-style 3D side-scrolling action-platformer titled “Necro-Bot: 3D Core.” Use an orthographic camera looking from the front at a side-on 3D level, with slight visible depth and a dark sci-fi atmosphere. The world should have a nearly black blue-green background (#05080b), fog, soft shadows, green directional/ambient lighting, and a bright green point light that follows near the player. Keep the camera centered on the player horizontally with smooth follow, while looking toward the level at about y=2.2; use an orthographic view roughly 20 world units wide by 12 high.

Build a long dark stone path/platform course extending horizontally. The main ground is a broad low rectangular slab from approximately x=-14 through x=50 at y=0, with additional floating stone platforms: x=-10, y=3, width 6; x=2, y=2.2, width 5; x=15, y=4, width 7; x=27, y=2.8, width 5; and x=39, y=4.2, width 6. Platforms are thick rectangular blocks with a muted gray-green/brown stone-brick texture. Add repeating tall dark-metal neon pillars along the rear/side of the course, around x=-18,-10,-2,6,14,22,30,38,46, each with a vertical glowing pale green strip. The environment should look sparse, industrial, haunted, and neon-green-lit rather than colorful.

The player is a small readable rusted mechanical knight/robot at the far left, initially around x=-18 on the ground. Assemble it from simple geometric meshes: a rusty brown metal rectangular torso, dark metal box head, a narrow glowing green visor, two short dark legs, and a sword held on its right side. The sword is a small dark handle with a long bright emissive green blade, initially angled diagonally. Flip the character to face left/right according to movement. Add cast shadows and glowing/emissive materials. The player can move left/right with ArrowLeft and ArrowRight at about 5.5 units per second, constrained to x=-20..52. Jump with Space or ArrowUp: vertical velocity starts around 8.3 and gravity is about 22, landing on the highest applicable platform under the player. The robot must be able to traverse the platforms and hazards.

Place four steam vents/hazards around x=-5, 9, 31, and 46 on the ground. Each vent is a dark metal low cylindrical base with a green emissive ring and several small translucent green vapor particles that rise, drift slightly, and recycle. Touching a vent within roughly 0.8 horizontal units and 1.4 vertical units hurts the player. The level has three walking zombie enemies: one around x=6 on ground patrolling between x=3.8 and 10.5; one around x=22 on the y=2.8 platform patrolling from 25.5 to 28.5; and one around x=37 on the y=4.2 platform patrolling from 36.8 to 41.5. Use humanoid zombie models if available, or visibly approximate them as walking undead robots/zombies; they should animate with a walk cycle, move back and forth at about 1.15 units per second, reverse at patrol boundaries, and face their travel direction. A zombie touching the player causes damage unless the player is currently attacking in the correct facing direction.

Give the player an attack on X (and a touch-screen SLASH button): it has a short cooldown/active window of about 0.38 seconds, visibly swings the sword from its resting angle into a stronger slash angle and returns after about 180 ms. If an enemy is within about 1.25 horizontal and 1.5 vertical units and is in front of the sword/player, kill that zombie, increment the score, and play a simple falling/death animation before hiding it. If the player contacts an enemy without a valid slash, lose a life and briefly become invulnerable for about 1.2 seconds, with a small knockback to the left. Start with 3 lives. When lives reach zero, stop gameplay and show the HUD hint “SYSTEM FAILURE · PRESS R TO REBOOT”; pressing R resets score, lives, player position, vertical motion, and enemy states.

At the far right around x=50,y=3, create a large glowing green quantum gateway: a bright emissive torus scaled taller vertically, with a translucent dark-green circular core, rotating slowly around its vertical axis. Touching it within about 2.2 horizontal and 2.6 vertical units awards 10 points and returns the player to the starting x=-18 position. The score is labeled “CORES,” even though it increases for defeated zombies and gateway activation.

HUD must be fixed over the game. In the top-left show glowing pale-green text: “CORES: 0 // LIVES: 3”, with live values. Centered at the top show spaced techno text “NECRO-BOT // 3D CORE” in green. Top-right show “ARROWS MOVE · SPACE JUMP · X SWORD” in small muted green text, changing to the failure/reboot message on game over. On narrow/mobile screens, add fixed touch controls: outlined translucent green left and right arrow buttons at bottom-left, and JUMP and SLASH buttons at bottom-right; hide these controls on wider desktop screens. Use a clean sans-serif HUD, green glow/text-shadow, no menus or extra overlays. The overall presentation should be a minimalist dark 3D neon platformer with geometric robot art, stone-brick platforms, glowing strips, steam hazards, zombies, and a quantum portal.

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