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Arcade › Phobos
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Phobos was built by Iu Hi 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 Phobos 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-based Three.js 3D arcade survival game titled “Phobos.” The player pilots a small blue sci-fi hover skimmer over the surface of Mars’s moon Phobos, viewed from a smooth third-person camera positioned behind and above the craft (about 9.5 units up and 13.8 units back), looking slightly ahead of the player. The camera follows with gentle interpolation as the craft moves. Build a dark, stylized low-poly moon environment: a large flat circular brown-gray surface under a deep navy/black sky with fog, scattered stars, many dark crater-like flattened cylinders, and irregular low-poly dodecahedron rocks. Add a faint glowing blue circular boundary ring around the playable arena. Use cool blue ambient lighting and strong soft shadows. The craft hovers just above the ground and bobs subtly. Model it as a rounded horizontal capsule hull with a metallic dark-blue/light-blue finish, a dark translucent canopy, two blue side fins, a rear engine, and a pale cyan cone-shaped exhaust flame. Rotate the skimmer to face its movement direction. Give the scene a moody neon sci-fi look with bloom-like emissive glows, dust-blue point lighting, and high contrast shadows. Core loop: begin from a centered start overlay and survive as long as possible while the hull continuously drains. Movement is acceleration-based with friction: WASD or arrow keys move in the horizontal X/Z plane, with the craft constrained inside the circular arena. Hold Shift, or hold the ✦ mobile boost button, to trigger a short burst of faster movement; implement a brief cooldown/timer so boost cannot be used continuously. The player does not shoot. Score increases continuously over time, and the run ends immediately when hull reaches zero. Spawn three glowing blue ice beacons at the start and maintain up to four in the arena. Each beacon consists of a bright cyan/white emissive floating octahedron above a short gray cylindrical base, with a cyan point-light glow. Beacons slowly spin and bob. When the skimmer touches one, remove it with a burst of cyan shards, show a temporary “Beacon secured” toast, add 10 score, repair 10 hull up to 100, and slightly reduce the boost cooldown. Spawn replacements periodically at random positions away from the center. Spawn meteor hazards at random positions around the arena. A hazard first shows a pulsing translucent red/orange circular impact warning on the ground for roughly 0.72 seconds. Then reveal a rotating low-poly reddish meteor falling from several units above into the zone, create an orange particle burst, and leave the warning zone briefly. If the player is within the impact radius, subtract 28 hull, knock the skimmer away from the impact center, create a larger orange particle burst, and show “Meteor impact.” Increase pressure over time by shortening meteor spawn intervals and sometimes spawning a second warning. Remove hazards after their short linger period. The hull also drains continuously at an increasing rate, approximately 2.1 per second plus a gradual time-based increase, while score rises at about 2.6 per second. HUD must be a fixed dark translucent glass-style overlay over the 3D scene. At the top left show “SURVIVAL” and elapsed time in seconds. At top right show “SCORE / HULL,” the score, and “Hull N%,” with hull text green above 60%, yellow/orange above 30%, and red below that. Put a pause button marked “II” in the upper-right corner. At launch, show a centered rounded panel with the title “PHOBOS,” the instruction “Skim the moon’s surface, grab ice beacons, and dodge meteor shards as long as you can,” hint chips for “Move: WASD / Arrows,” “Collect blue beacons,” and “Avoid red impacts,” plus a cyan “Begin descent” button. While paused, replace the overlay with “PAUSED” and “Tap pause again or press P to continue your run across Phobos.” When hull reaches zero, show “RUN LOST” and a message stating survival time and banked score, with a “Retry run” button. Support desktop and mobile. On desktop use WASD/arrow movement, Shift boost, P pause, and R or Enter/Space to restart after loss. On mobile provide visible bottom controls: a four-button directional diamond using left/up/down/right arrows, a ✦ boost button, and a ↺ restart button. Buttons should be dark translucent rounded squares with blue-gray borders and visibly highlight while pressed. The restart button should restart after game over; if pressed during a run it should force the run to end. Include touch-safe behavior and prevent page scrolling. Use responsive sizing and safe-area insets. Add short rounded toast notifications for beacon collection and meteor impacts. Keep the overall visual style faithful to the screenshot: portrait-friendly composition, large low-poly rocks and craters in the foreground, glowing blue craft and beacon, dark navy sky, minimalist HUD, and no weapons or extra systems.