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Projection Rush

  • 3d
  • arena-action
  • third-person
  • anime-inspired
  • ninja
  • arcade
  • action
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. searcy currin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Projection Rush yet. Play it, then tell searcy currin what you would add next.

Make your own game

Projection Rush was built by searcy currin 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 Projection 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.

Read the build brief for Projection Rush

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 playable third-person 3D arena action game titled “Projection Rush.” Use a slightly elevated perspective camera that follows the player from behind, looking down over a dark city avenue. The arena is a wide, bounded rectangular training ground: a nearly black/navy central road about 12 units wide runs through the scene, with thin glowing cyan lane lines along both sides, surrounded by dark gray pavement. Place repeated stylized commercial city buildings on both sides of the avenue, with cool blue-gray facades, windows, hard evening lighting, shadows, fog, and a faint glowing cyan circular arena ring on the ground. The visual style is low-poly/stylized anime action, with bright cyan and warm yellow-orange effects against a deep navy environment.

The player is a small humanoid ninja/speed sorcerer at the center, using a stylized animated ninja character model with pale/dark cyan visual accents. The player can move freely on the ground with WASD or arrow keys, and on touch devices with a virtual left joystick. Movement updates the facing direction and uses idle, walk/run, roll, sword-slash, and defeat animations where available. Keep the player inside roughly x=-19..19 and z=-24..24 bounds. The camera smoothly follows from approximately (player x, player y+9.5, player z+11.5), looking toward the player.

The core mechanic is “Projection Step”: press Space, or a mobile STEP button, to burst about 5.4 units in the current movement direction (or the current facing direction if stationary). The burst consumes one of 3 regenerating Step charges, has a short cooldown, grants brief invulnerability, increases Technique by 1, increments the combo, and damages/stuns enemies intersected by the straight dash line. Show a line of cyan translucent afterimages/ghosts along the dash path plus a thin bright cyan vector line on the ground. Play a dash sound if audio is available.

The second mechanic is Strike: click/tap the arena, press J or K, or use a mobile STRIKE button. Strike creates a short-lived expanding golden crescent/slash arc in front of the player, in the facing direction, and hits enemies within about 2.2 units of the attack center. Each hit deals 1 damage, or 2 damage once Technique is at least 12, stuns the target briefly, adds 50 score, and raises Technique by 2 and combo by 1. A missed strike resets combo and displays guidance telling the player to Step through an enemy first. A dash-line hit deals 1 damage and adds 35 score; defeating an enemy awards another 150 score. Use a short attack cooldown that becomes slightly shorter as Technique rises.

Spawn four stylized large ninja/monster enemies initially at positions around the avenue. Enemies should be dark, compact ninja-like humanoids with contrasting yellow/gold details if using custom primitives, or use an appropriate animated monster ninja model. They chase the player continuously at about 2.2 units/second, becoming modestly faster with Technique. Enemies that are hit are stunned for about 0.7 seconds and should use a hit reaction if available. If one gets within about 1.35 units while the player is not invulnerable, it deals 12 HP damage, grants the player a brief invulnerability period, resets combo, and displays a warning about being read and using Projection Step. When all enemies are defeated, or about 18 seconds pass, spawn a new wave around the outer arena at radius 9–16. Wave size is 4 plus one additional enemy for each 5 Technique levels. Enemies have 3 HP initially, with slightly higher HP based on Technique.

Maintain these game rules and HUD values: score starts at 0, HP at 100, Technique starts at 0 and slowly decays over time, combo decays when no recent message/action is occurring, and Step charges start at 3 and regenerate up to 3 over time. Technique improves movement speed and reduces attack cooldown. If HP reaches 0, stop gameplay, show a defeat message with the final score, play a defeat animation if available, and show a centered Restart button. Restart resets score, HP, Technique, combo, charges, cooldowns, player position/facing, enemies, and starts with the four initial enemies again.

Overlay a crisp glassy HUD over the 3D view. At the top-left show “PROJECTION RUSH” in bold uppercase pale cyan. At the top-right show “Score 0 · Technique 0 · HP 100 · Steps 3” with score, Technique, HP, and Step charges updating live; use a dark translucent rounded rectangle with a subtle cyan border and warm pale-yellow stats. Center near the top show the help text “WASD / stick to move · Space / STEP to burst · Click / STRIKE to hit.” At the bottom center show contextual messages such as “Chain bursts through enemies to build cursed speed,” “Projection Step xN: you moved before they could track you,” “Clean strike — the frame rule locks them in place,” “Whiffed. Step through an enemy first, then strike,” and the new-wave warning. On coarse/touch screens hide the keyboard hint and show a translucent circular joystick at bottom-left, with cyan STEP and yellow-orange STRIKE buttons stacked at bottom-right. Use responsive HTML/CSS overlay styling, disable page scrolling, and preserve a dark navy backdrop. Expose game state if the host platform supports it: player position/facing/HP, score, Technique, combo, Step charges, enemy positions/HP/stun, and game-over state.

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