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Omni Rivals

  • 3d
  • arena-shooter
  • survival
  • third-person
  • neon
  • 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. Elijah Sulyans built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Omni Rivals yet. Play it, then tell Elijah Sulyans what you would add next.

Make your own game

Omni Rivals was built by Elijah Sulyans 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 Omni Rivals 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 Omni Rivals

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.

Recreate “Omni Rivals” as a dark neon 3D arena shooter with a static lobby overlay and an over-the-shoulder survival match behind it. Use Three.js-style rendering: a circular, flat deep navy arena about 16 units in radius, foggy near-black blue world, segmented low ring walls around the perimeter, and eight evenly spaced glowing neon beacon pillars in cyan, pink, blue, and gold. Use soft shadows, cool hemisphere/directional lighting, emissive materials, and simple low-poly geometry.

Initial presentation: show a full-screen translucent navy/black radial-gradient lobby over the scene. At the top is the spaced uppercase title “OMNI RIVALS” and a “Lobby” status. Center a large rounded glassy card titled “Choose your hero” with subtitle “Pick a character, skin, and mode — then hit Play.” Include a character selection grid, then Skin buttons “Default” and “Female,” Mode buttons “Survival,” “Coin Rush,” “Zone Hold,” and “Bounty,” and a bright blue rounded “Play” button at lower right. Include the hint “Tip: On mobile you’ll get joysticks + buttons.” The HUD behind/around the lobby has pill labels CHAR, ROLE, HP, ULT: 0%, SCORE: 0, and MODE. The supplied implementation’s actual combat data is a three-form system rather than the larger lobby roster: make the playable choices SWIFT, TITAN, and NOVA, with roles/differentiation represented by their stats. Keep the lobby visually prominent and minimal, with white/gray typography, thin translucent borders, rounded corners, blur, and electric-blue selected states.

Match gameplay: after Play, run an endless solo survival fight in the circular arena. The player is a small glowing capsule-shaped humanoid made from simple geometry, with a dark body, bright emissive form color, and a glowing torus ring at its feet. Start in the center. The camera is third-person over-the-shoulder, approximately 6.4 units behind and 3.2 units above the player, looking toward the aim direction; use mouse look with a central “+” crosshair. Keep the player inside the arena boundary.

Controls: desktop WASD moves relative to camera yaw, mouse aims/looks, hold left click to continuously shoot, Space activates the current form ability, Q/E cycle backward/forward through forms, R hard-resets the run, and Escape releases the pointer lock. Clicking the canvas locks the mouse. Include a mobile-first control layer with translucent left and right circular joysticks and Shoot, Ability, and ULT buttons in the lower corners, matching the supplied UI even if desktop controls are the primary implemented behavior. Show compact top HUD pills for form, HP, score, and threat.

Playable forms and exact feel: SWIFT is cyan, 70 max HP, speed 9.5, 10 shots/sec, bullet speed 22, bullet damage 10, and a 0.9 second ability cooldown. Its ability dashes in the aim direction, adding a strong velocity burst and granting about 0.16 seconds of invulnerability. TITAN is gold, 140 max HP, speed 6.2, 5 shots/sec, bullet speed 18, bullet damage 14, and a 1.6 second cooldown. Its ability is a stomp that damages enemies within 3.2 units for 18 and knocks them outward. NOVA is periwinkle/blue, 95 max HP, speed 7.4, 6.8 shots/sec, bullet speed 24, bullet damage 12, and a 1.8 second cooldown. Its ability fires a larger, faster overcharge projectile that deals 26 damage and splashes nearby enemies within 1.8 units for roughly 45% secondary damage. Switching forms preserves the player’s HP ratio, updates the body/ring emissive color, and plays a short synth sound. The normal player projectile is a small glowing sphere matching the form color, fired from chest height along the full 3D aim direction; bullets live briefly and disappear outside the arena.

Enemies: spawn simple dark navy cubes with hot pink emissive accents at random positions around 55–86% of the arena radius. Start with around four to six enemies and gradually increase a threat multiplier from 1.0 upward by one per 60 seconds, allowing up to 14 enemies and faster spawning. Each enemy has approximately 34 HP plus 8 per threat increment, moves toward the player while strafing clockwise or counterclockwise, tries to maintain roughly 6.5 units distance, stays within the ring, and periodically fires glowing pink spheres toward the player. Enemy fire begins around every 0.55–1.25 seconds depending on threat, with damage around 9 plus threat. Player shots collide with enemies, and enemy shots collide with the player. Destroyed enemies are removed, increment score by 1, and trigger small hit/death sounds. Player damage causes a brief dark red/pink screen flash. On HP reaching zero, freeze combat and display a centered translucent message “GAME OVER — SCORE [number] — PRESS R,” with status “Game over.”

Art/audio/UI style: polished prototype, readable arcade combat, sparse low-poly shapes, deep blue-black background, cyan/gold/blue player highlights contrasted against hot pink enemies and projectiles. Use subtle fog, emissive glow, shadows, rounded translucent HUD pills, and small procedural synth/noise cues for shots, hits, form changes, abilities, kills, and game over. Display a centered “CLICK TO LOCK MOUSE” prompt before pointer lock and “Locked — survive” once playing. The primary currently implemented mode is endless Survival with score from eliminations; retain the Coin Rush/Zone Hold/Bounty lobby labels as selectable-looking UI but do not invent objective mechanics absent from the implementation.

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