Appearance
Arcade › Raidlands 64
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Fvmars built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Raidlands 64 yet. Play it, then tell Fvmars what you would add next.
Raidlands 64 was built by Fvmars 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 Raidlands 64 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 “Raidlands 64” as a playable browser game: a mobile-friendly 2D top-down survival/PvP prototype rendered with Three.js using an orthographic camera. The camera follows the player over a large procedurally generated square wilderness, with the player centered and represented by a bright cyan-blue circular avatar. Simulate a crowded multiplayer arena with the player plus roughly 45 red circular AI bots (designed to scale toward 64 total entities); bots roam, gather for XP, pursue nearby entities, shoot at them, avoid spawn-protected players, and sometimes place spike traps. Use a dark, readable arcade presentation with no external art assets: procedural canvas textures and simple geometric/billboard props. Generate a seeded world about 440×440 world units using 4-unit terrain tiles and seeded value/fBM noise. Render mottled green grass and dark green grass variants, tan sand, gray rock, and blue water river bands. Scatter decorative trees on grassy land and rocks on rocky land, plus colored circular resource nodes: brown wood, gray stone, pink berries, and light-blue water nodes near water. Water should be impassable/push entities back toward dry land. Place several purple ring portals across the overworld; walking onto one moves the player to a simple dungeon state/instance at the origin, darkens the scene background, and starts a quest requiring collecting 6 berries and getting 3 kills, then interacting to complete it, award XP, and return to the saved overworld position. Keep this dungeon implementation lightweight and code-grounded: it is primarily a state/visual change rather than a separate elaborate room. Core player loop: spawn at the world origin with about 4.5 seconds of invulnerability, move, aim, shoot, harvest, manage needs, level up, and survive. Give the player HP 100, damage 10, speed 10.5, resistance 0, Hunger/Water/Energy all 100. Hunger drains at about 0.45 per second, water at 0.62 per second, and energy drains continuously with additional drain while moving. If hunger or water reaches zero, deal damage over time; if energy reaches zero, slow movement. Campfires heal HP and restore energy when nearby. The player dies at zero HP, hides the avatar, shows a “You died” overlay with level/kills/seed, and can restart into a fresh run with reset progression, inventory, bots, resources, and portals. Use desktop controls: WASD or arrow keys to move, mouse position to aim, left mouse held to attack, E to interact, B to build, and Tab to open stats. Use mobile controls: a translucent left virtual joystick for movement, a right virtual joystick/drag area for aiming, and large right-side buttons labeled Attack, Interact, Build, and Stats. Attack fires small white circular projectiles in the aim direction, with an energy cost and cooldown; projectiles travel quickly, expire after a short lifetime, and damage other entities. The player can attack repeatedly while holding the attack control. Bots use the same projectile combat model, with varied HP, damage, speed, resistance, and attack cooldown. Apply resistance to incoming damage, award 25 XP for kills, and respawn dead bots after a short delay at a safe distance from the player. Include spawn protection so recently spawned entities cannot be immediately damaged. Interaction behavior: the Interact action harvests the nearest visible resource within roughly 2.2 units, costs energy, and grants one wood, stone, or berry to the inventory; water nodes restore water instead. Deplete a resource after several harvests and award 6 XP per harvest. If the player is hungry and has berries, Interact should prioritize eating one berry, restoring hunger and some energy. Show a bottom inventory strip with Wood, Stone, and Berries counts. Let the player build in the aim direction about 3.2 units ahead: first pressing Build opens a picker, selecting either “Spike Trap (2 wood, 1 stone)” or “Campfire (3 wood)” sets the build type, and pressing Build again places it if affordable, on dry land, and not too close to another structure. Show a translucent circular placement ghost that turns red when invalid. Spike traps are red low boxes that damage other entities repeatedly when stepped on; campfires are orange/yellow cylinders that heal nearby entities and restore energy. Bots may place spike traps occasionally. Progression: start at level 1 with XP 0/50. Harvesting, building, dungeon completion, and kills grant XP. On reaching the threshold, increase level, grant one stat point, raise max HP, heal some HP, and increase the next XP requirement progressively. The Stats panel should show buttons for +Max HP, +Damage, +Speed, and +Resistance, with each costing one earned point; resistance is capped around 0.6. Show a top-center level card, XP progress bar, and numeric XP text. Add a top-left stack of four large rounded status bars labeled HP, Hunger, Water, and Energy, with colored fills and values such as 100/100. Use red for HP, gold/yellow for Hunger, blue for Water, and purple for Energy. Add a simple top/leaderboard panel listing the five living entities with the most kills/levels and mark the player as “you.” Add a local-only Clan panel accessible from a floating Clan button. It should allow entering a clan name, creating/joining it locally, recolor the player green, and provide a Friendly fire checkbox. Prevent damage between matching-clan entities unless friendly fire is enabled. Include short toast notifications for actions such as gathering, building, leveling, entering/exiting a dungeon, and quest progress. Add simple optional synthesized feedback sounds using Tone.js or an equivalent browser synth, but the game must remain playable without audio. Visual/UI style: dark nearly-black background around the world, high-contrast neon arcade HUD, rounded translucent black panels with thin gray borders, large white sans-serif labels, and touch-friendly controls. Terrain should remain visible beneath the HUD. Use flat shaded circles and simple low-poly/geometric meshes, with ambient/directional lighting kept subtle. The overall feel is a minimalistic “Survivor.io-style” top-down raid/survival prototype rather than a detailed 3D RPG. There is no final win state: the objective is to survive, gather, fight, craft, complete dungeon loops, and level up.