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Punk Clash

  • 3d
  • top-down
  • arena-shooter
  • survival
  • sci-fi
  • microbes
  • 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. Hiruni Rupasinghe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Punk Clash yet. Play it, then tell Hiruni Rupasinghe what you would add next.

Make your own game

Punk Clash was built by Hiruni Rupasinghe 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 Punk Clash 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 Punk Clash

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 3D top-down arena survival shooter titled “Punk Microbe Clash” (the requested title may also be displayed as “Punk Clash”). Use Three.js-style rendering with a perspective camera following a controllable player in a large square dark-purple arena. The camera should look down from behind/above the player at roughly a 55-degree perspective, with the player near the lower-middle of the play area and the arena visible around them.

World and visual style: set the background and fog to near-black violet (#090617), with a flat square floor about 34 by 34 units in deep plum (#24133b). Surround the playable arena with a glowing neon pink/magenta circular rim (a thick torus) near the floor. Add approximately 28 scattered small purple, low-poly, vertically stretched blob-like decorations around the outer arena. Use soft purple/pink lighting, a bright magenta point light that moves slowly around the arena, emissive materials, subtle bloom-like glow, and a stylized low-poly sci-fi “punk microbes” aesthetic. Microbe characters should be represented by rigged/textured low-poly microbe models if available: bacteria, amoeba, virus, spirillum, paramecium, and bacteriophage. If models cannot be loaded, use glowing faceted icosphere-like fallback microbes in their respective bright colors.

Player and controls: spawn the player as a glowing bacteria microbe at position approximately (0, 0.85, 8). Move with WASD or arrow keys; support sprint while holding Shift. The player remains constrained to approximately x/z = -13 to 13. Press Space to perform a dash in the current movement direction (or a sensible backwards/default direction if stationary): move about 2.8 world units instantly, with a 2-second cooldown and about 0.7 seconds of invulnerability; consume the Space press so it triggers once rather than continuously. The player has 100 Integrity. Clicking or tapping the arena fires toward the clicked/tapped ground location using a ray from the camera. Number keys 1 through 6 switch the player microbe/weapon: 1 bacteria, 2 amoeba, 3 virus, 4 spirillum, 5 paramecium, 6 bacteriophage. Hide the previous model and show the selected one, and update the HUD weapon label.

Weapons: shots travel as bright emissive colored projectiles from the player toward the cursor direction. Bacteria fires one pulse projectile, speed 13, damage 1, and can fire every 0.22 seconds. Amoeba fires one larger blob projectile, speed 8, damage 3, every 0.42 seconds, with a 2-second lifetime. Virus fires three spread pulse projectiles, speed 14, damage 1, every 0.16 seconds, with about 0.16 radians between the spread shots. Spirillum fires one narrow needle projectile, speed 19, damage 2, every 0.30 seconds. Paramecium fires five spread pulse projectiles, speed 11, damage 0.7, every 0.50 seconds, with about 0.24 radians between spread shots. Bacteriophage fires one narrow needle projectile, speed 10, damage 5, every 0.65 seconds. Projectiles disappear after roughly 1.5 seconds (except the amoeba’s roughly 2 seconds), and shots deal damage when within about 1 world unit of an enemy. Use bright colors matching the selected microbe: cyan/teal for bacteria, pink for amoeba, hot pink/red for virus, green for spirillum, pale blue for paramecium, and yellow for bacteriophage.

Enemies and loop: start at Wave 1 with 4 rivals (3 + wave), spawning around a circle at radius 10–12 from the center. Cycle through virus, spirillum, and paramecium rivals, using pink/red, green, and pale blue appearances. Enemies begin with about 2 + wave*0.4 health and move directly toward the player at speed about 0.8 + wave*0.08. When an enemy gets within about 1.25 units, it damages the player for 8 Integrity, with a one-second per-enemy hit delay and player invulnerability preventing repeated immediate damage. Destroying an enemy gives 25 score for the killing hit; nonlethal hits give 5 score. When all enemies are defeated, immediately increment the wave and spawn the next wave with 3 + wave rivals and 2 + wave energy cells.

Energy: scatter glowing yellow/orange faceted energy cells around random x/z positions in roughly -11 to 11, hovering at y about 0.75 and bobbing/rotating. Start with 2 + wave cells (three at Wave 1), and add one new cell about every 5 seconds. Collect a cell by moving within about 1.1 units: award 10 score and restore 6 Integrity, capped at 100. Also spawn a new bacteriophage rival from the outer radius about every 8 seconds, independent of wave completion, so the swarm becomes more dangerous.

HUD: create a fixed translucent dark HUD over the canvas. In the upper-left, show the uppercase pink title “PUNK MICROBE CLASH”, a large line like “Score 0 · Wave 1”, a smaller line showing “Energy [count] · Rivals [count] · Weapon: [current microbe label]”, then “Integrity [rounded value]”. Under it show a thin rounded Integrity bar with a left-to-right pink-to-cyan gradient, shrinking with health. In the upper-right show “Click / tap to fire · Space dash”. Along the bottom center show “WASD / arrows move · Shift sprint · Space dash · click to fire”. Use rounded panels, subtle violet borders, white text, and pink/cyan accents.

End states: if Integrity reaches zero, stop gameplay and show a centered translucent dark overlay card with the heading “Punk colony wiped”, explanatory text advising the player to collect energy, fire while moving, and save dash for the hunter pile-up, plus a “Run it back” button. Reset should remove all enemies, energy cells, and shots, restore Score 0, Wave 1, Integrity 100, reset the player position, and start again. Although the wave system can continue indefinitely, also support a win overlay wording “Swarm broken” with text indicating the cleared wave and score if a winning condition is used. Keep gameplay real-time, with continuous enemy pursuit, firing cooldowns, wave progression, collectible healing energy, and responsive mouse/touch aiming.

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