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Arcade › Neon Sweep
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Damian Garcia built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Sweep yet. Play it, then tell Damian Garcia what you would add next.
Neon Sweep was built by Damian Garcia 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 Sweep 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-playable Three.js top-down survival game titled “Neon Sweep.” Use a full-window orthographic camera looking straight down at a dark rectangular 2D arena in the XZ plane. The arena is 800×600 world units, with a larger very dark floor beneath it, a subtle neon-blue grid, and a thin blue rectangular boundary. Keep the camera view around 520 world units high and have it follow the player slightly: the camera’s horizontal/vertical position eases toward roughly 25% of the player’s position, while maintaining the top-down angle. The player is a glowing cyan/turquoise sphere, about 16 world units in radius, starting at the center of the arena. It should have a bright cyan material with cyan emissive glow. Move it in the XZ plane using WASD or the arrow keys: W/up moves toward the top of the screen, S/down toward the bottom, A/left and D/right horizontally. Normalize diagonal movement. Base speed is 220, with Shift (either Shift key) multiplying speed by 1.65. Apply smooth acceleration toward the desired velocity and friction when no movement is pressed. Clamp the player to the arena bounds. Spawn exactly 10 hostile wandering robots, represented visually as magenta/pink glowing cubes/boxes about 26×26×26 world units. Arrange their initial X positions across the arena from left to right using positions equivalent to -340 + 70*i, and give each a random Z position between about -260 and 260. Robots should smoothly wander without directly chasing the player: every roughly 0.85–1.4 seconds, select a random target offset in a range equivalent to -140 to +140 on each axis, clamp that target to the arena, then accelerate toward it at up to 160 units/second. Clamp each robot to the arena. Slowly rotate each box around Y and add a subtle sinusoidal X wobble so the movement feels alive. Use a dark neon environment: near-black navy floor, blue-violet grid lines, cyan player, and hot-magenta robot cubes with emissive materials. The goal is to survive as long as possible while avoiding the robots. Continuously display elapsed survival time in seconds, starting at 0.0 and updating to one decimal place. If a robot comes within less than 55 world units of the player, trigger a scare, increment the scare counter by one, and update the HUD. Each robot has its own 900 ms scare cooldown so it cannot repeatedly trigger every frame; initialize cooldowns briefly after reset. There is no game-over screen: the run continues, and the player can accumulate scares while trying to maximize time. Place a fixed HUD at the upper-left over the canvas. Show two dark translucent rounded chips with subtle blue borders and light text: “Time 0.0” and “Scares 0.” Under them show the instruction line: “Move: WASD/Arrows • Sprint: Shift • Reset: R • Click/Key to enable audio”. Use a clean system UI font, small translucent panels, and a dark futuristic appearance. When a scare triggers, briefly show a full-screen overlay for about 180 ms: a translucent red flash, centered dark translucent rounded panel, large bold white text “SCREEEE!” and smaller text “Too close.” Fade/scale it in and out quickly without blocking gameplay. Include simple Tone.js audio support subject to browser autoplay rules: clicking or pressing any key unlocks audio; use a short triangle-wave synth stinger on scares (C5 followed about 55 ms later by G4), and a short C4 sound on reset. Throttle sound events so they cannot fire more often than every 50 ms. Press R at any time to reset the run: reset elapsed time and scares, return the player to center, and respawn all ten robots in their starting left-to-right arrangement with new random Z positions and cleared velocities. Render antialiased, responsive full-screen WebGL with a pixel ratio capped at 2.