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Arcade › Orb Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. micahwb27 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Orb Rush yet. Play it, then tell micahwb27 what you would add next.
Orb Rush was built by micahwb27 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 Orb Rush 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.
Recreate a playable 3D browser game titled “Orb Rush,” an endless survival-and-collection game viewed from a high, slightly angled third-person perspective. Use a dark sci-fi arena floating in space: a broad dark blue circular/cylindrical platform centered in the scene, a glowing cyan torus ring around its edge, a subtle blue grid on the floor, atmospheric fog, and a backdrop of many small pale stars. Keep the visual style clean and minimal with soft bloom-like emissive colors, shadows, translucent dark glass UI panels, and a deep navy background. The player is a small cyan/light-blue faceted icosahedron hovering just above the arena floor, with a thin pale green/cyan ring around it. It should rotate while moving and leave a short-lived set of faint cyan trail spheres behind it. Start the player at the center with 3 health. Constrain movement to the circular arena, stopping the player near the inside edge. Movement is smooth and acceleration-based: WASD or arrow keys on desktop, and a four-direction on-screen D-pad on touch devices. Normalize diagonal movement. Add a Dash action on Space or a large circular “Dash” button at the lower right: when activated, briefly make the player much faster (roughly twice normal speed), grant about 0.35 seconds of invulnerability, and emit a cyan burst of particles. Dash is an immediate one-shot action, not a toggle. The core loop is: survive as long as possible, collect gold orbs, and avoid crimson hunter enemies. Gold pickups are small glowing yellow/gold spheres that bob vertically and spin. Spawn at most three at a time at random positions inside the arena, away from the center boundary, and award 10 points when the player touches one; show a small gold particle burst on collection. The score also increases continuously with survival time at about 2.2 points per second. Crimson hunters are faceted red/pink octahedral shards with dark red emissive shading. Spawn just outside the arena edge at random angles, then pursue the player by steering toward them with a slight side-to-side wobble. They rotate as they move, and their speed increases mildly with each difficulty wave. Spawn the hunters repeatedly, with the interval becoming shorter over time, never allowing the game to become idle. A wave increases every 12 seconds; use the wave number to increase hunter speed and spawn frequency. Hunters that travel well beyond the arena can be removed. When a hunter touches the player, subtract 1 health, create a red/pink impact burst, briefly slow the action for a hit-stop effect, and grant about 1.1 seconds of invulnerability. During invulnerability, visibly flicker the player. If health reaches zero, end the run. Implement a start/game-over modal overlay centered on the screen. Before play, show the title “Orb Rush,” the description “A tiny random game: scoop up glowing orbs while red hunters close in. Survive as long as you can.”, a bright cyan/green “Start run” button, and a dark secondary “Restart” button. Pressing Enter or Space should also start from the initial overlay. On game over, show text like “Run over. You scored [score] and reached wave [wave]. Tap restart and go again.” and allow restarting from a fresh state. The fixed HUD should be layered over the 3D canvas. At the top left, put a translucent rounded panel with three columns labeled SCORE, HEALTH, and BEST, showing the current integer score, remaining health, and persistent best score. Store the best score in browser local storage and update it during or at the end of a run. At the top right, show a translucent instruction panel reading “Grab gold orbs, dodge crimson hunters, and tap WASD / arrows or the pad to move.” Keep the controls visible along the bottom: a translucent rounded-square D-pad on the lower left with up, left, right, and down arrow buttons arranged in a cross, and a large circular gradient button on the lower right labeled “Dash,” colored from pale gold to coral/red. Make the layout responsive and respect mobile safe-area insets. Use a smooth perspective camera positioned approximately at (0,18,15), looking toward the arena/player, with gentle camera tracking as the player moves. Add soft hemisphere and directional lighting, shadows on the platform, a pulsing cyan arena rim, rotating player and pickup visuals, and small expanding/fading spherical particle bursts for pickup, dash, and damage feedback. The game should begin paused behind the overlay, run continuously after Start run, and render with smooth animation while preserving the dark neon sci-fi atmosphere.