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Neon Drift

  • 3d
  • top-down-shooter
  • arena-survival
  • neon
  • endless
  • arcade
0
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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. ETRNAL444 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Drift yet. Play it, then tell ETRNAL444 what you would add next.

Make your own game

Neon Drift was built by ETRNAL444 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 Neon Drift 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 Neon Drift

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 top-down arena survival shooter titled “Neon Drift.” Use Three.js with a single continuous game loop and a dark neon sci-fi presentation. The camera should be a perspective camera positioned high above and behind the player, looking down at the arena floor, with a subtle dynamic aim bias: nudge the camera toward the world point under the mouse/touch crosshair so the player is not always centered. The world is a circular arena about 18 units in radius on a nearly black blue floor, surrounded by a thin glowing blue circular boundary. Overlay a subtle square grid across the floor. Use a dark navy background, cool ambient/directional lighting, emissive materials, and soft fake glow sprites rather than requiring complex postprocessing.

The player is a small glowing cyan capsule hovering/standing just above the floor, with a white-blue cone/nose direction indicator attached to its front and a cyan radial glow beneath it. Aim with the mouse: raycast the screen pointer onto the horizontal arena plane and rotate the player’s direction indicator toward that point. Hold the left mouse button to fire continuously. Each shot creates a tiny bright cyan emissive sphere bullet traveling in the aimed direction at high speed, with a short lifetime; firing also applies slight recoil backward. The player starts with HP 100.

Movement is responsive acceleration-based strafing: WASD or arrow keys move on the arena’s X/Z plane, with diagonal input normalized, velocity gradually reduced by friction, and the player clamped inside the circular arena. Also support gamepad left-stick movement. Press Space to dash only when moving and only when the dash cooldown is ready: apply a short burst of velocity in the movement direction, show a brief pale blue particle burst, and use a short dash duration/cooldown. Do not add a visible cooldown meter unless implementing the existing controls exactly.

Spawn red/pink emissive spherical drones just outside the arena edge at random angles. They enter the arena and continuously chase the player, with steering acceleration, friction, and a speed that increases with the current threat multiplier. Drones have health: at threat 1.0x they have 15 HP (12 + threat*3), and each cyan bullet deals 10 damage, so normally they take two hits. On bullet impact, knock the drone back slightly, briefly increase its emissive hit intensity, and emit a small particle burst. When destroyed, award 10 score and one kill, remove it, play a hit/kill sound, and emit roughly 16 pink particles. Drones that touch the player deal 12 damage, knock the player away, and give the player roughly 0.55 seconds of invulnerability; during invulnerability, visibly blink the player glow/body. If HP reaches zero, stop gameplay, emit a larger cyan death burst, and show a centered translucent dark game-over panel reading “You Died,” “Press R to restart,” and a line with “Score: [score] • Kills: [kills] • Time: [seconds]s.”

The game is endless: track time alive and set Threat to 1.0 + timeAlive*0.06. Spawn drones at an interval based on threat, initially about once every 1.15 seconds and decreasing to a minimum of 0.22 seconds as threat rises. At threat above 3.0x, occasionally spawn a second drone. Keep all objects inside the arena after entry. Use inexpensive glowing sprite particles for bursts: particles launch outward/upward, fall under gravity, fade and shrink over roughly 0.25–0.55 seconds.

Display a fixed HUD in the upper-left/top area with rounded translucent navy pills and pale text: “HP: 100,” “Score: 0,” and “Threat: 1.0x,” updating live. Include a subtle instruction line similar to “WASD / Stick move • Touch: left=move, right=aim+shoot • Dash • Restart • Fullscreen (F / button).” Include a rounded “FULLSCREEN” button at the upper right that toggles browser fullscreen when supported, changing to “EXIT FS” in fullscreen. Press R to restart at any time, fully clearing bullets, drones, particles, resetting player position/HP/velocity, score/kills/time/threat and hiding the overlay; also provide a mobile RESTART button.

Support touch devices with two transparent lower-half zones: the left half controls a virtual movement stick (show a translucent circular base and thumb that follows the finger), and the right half aims and shoots while held and dragged. Add mobile DASH and RESTART buttons, with DASH offset upward from the lower-right corner. Keep browser gestures disabled while playing. Initialize Tone.js audio on the first click, key press, or touch. Use simple synthesized triangle beeps/noise for shooting, dashing, damage, kills, and death, with sound-rate limiting so rapid effects do not become harsh. Match the visible style: minimal dark interface, blue-violet grid lines, cyan player, hot pink/red enemies, bright cyan projectiles, rounded glassy HUD, and restrained bloom-like radial glows.

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