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Rift Siege

  • 3d
  • top-down-shooter
  • arcade
  • action
  • campaign
  • boss-rush
  • survival
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. Bowen Prostko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rift Siege yet. Play it, then tell Bowen Prostko what you would add next.

Make your own game

Rift Siege was built by Bowen Prostko 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 Rift Siege 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 Rift Siege

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-playable 3D top-down arena shooter called “Rift Siege.” Use Three.js or an equivalent real-time 3D engine with an angled perspective camera looking down at a square arena; the camera follows the player, positioned high above and behind them, with fog, shadows, directional lighting, and a clean low-poly aesthetic. The player is a small pale capsule-like sci-fi character on a large square floor, surrounded by solid perimeter walls, scattered blocky cover obstacles, and glowing low-poly decorative columns. The mouse controls an on-ground aim point and a white ring marker, while the player rotates toward the aim direction.

The campaign has exactly 10 sequential stages. Each stage clears one themed arena, spawns a regular enemy wave, then spawns that stage’s boss after every regular enemy is destroyed. Use these exact stage names, palettes, enemy/boss colors, and boss powers: 1 Desert Outpost — sandy tan floor, brown/orange fog and cover, red-brown enemies, orange boss, Shockwave Slam; 2 Frozen Pass — icy blue floor/fog, blue enemies, pale cyan boss, Ice Burst; 3 Toxic Marsh — dark green floor/fog, lime/green accents, green enemies and boss, Poison Trail; 4 Ember Foundry — brown/red floor and fog, orange-red accents, red enemies, orange boss, Flame Ring; 5 Storm Harbor — blue-gray floor/fog, light blue accents and enemies, pale boss, Chain Lightning; 6 Crystal Cavern — purple floor/fog, magenta accents, purple enemies, pink boss, Prism Volley; 7 Ruined Capital — gray floor/fog, tan accents, muted red enemies, cream boss, Summon Turrets; 8 Moon Base — gray-violet floor/fog, white accents, pale blue enemies, white boss, Gravity Well; 9 Jungle Temple — green floor/fog, gold accents, olive enemies, gold boss, Spirit Dash; 10 Void Citadel — very dark purple floor/fog, bright pink accents, purple enemies, magenta boss, Rift Beam. Make each arena visually distinct mainly through these color and lighting changes, with block obstacles and glowing column decor.

At the beginning of each stage, spawn one wave of 5 plus the stage index regular enemies (5 in stage 1, increasing to 14 in stage 10). Enemies are colorful capsule-like low-poly creatures that move toward the player and deal contact damage. Include ranged enemy behavior for enemies summoned by the stage 7 boss: ranged enemies keep some distance and fire colored projectiles. Regular enemies have increasing health and speed as stages advance. After the wave is gone, spawn a large rotating low-poly cylindrical boss at the far end of the arena with a stage-scaled health pool, a boss health bar, contact damage, and a distinct radial or aimed attack pattern matching the stage. Boss attack visuals should match the code: radial orange shots for stage 1, three-way icy shots for stage 2, radial green shots for stage 3, a large radial flame spread for stage 4, a four-shot aimed spread for stage 5, radial purple crystal shots for stage 6, enemy summoning for stage 7, a gravitational pull effect for stage 8, a five-shot spirit spread with a backward boss movement for stage 9, and a segmented straight rift beam aimed at the player for stage 10.

The player has 100 HP, starts with 15 armor, has a maximum armor of 50, and can move with WASD while colliding with arena obstacles and boundaries. Armor absorbs most incoming damage before HP. The player continuously fires small bright projectiles toward the mouse aim point with left mouse button or Space, with a short firing cooldown. Projectiles damage regular enemies and bosses. Shift performs a short dash with a cooldown and temporary speed boost. E activates the most recently acquired permanent boss power, with a 7-second cooldown; implement the powers as follows: Shockwave Slam damages all current enemies and the boss; Ice Burst fires 14 projectiles in a full circle; Poison Trail fires 7 slower green projectiles in a circle; Flame Ring fires 20 orange projectiles in a circle; Chain Lightning damages up to five regular enemies and the boss in quick succession; Prism Volley fires five projectiles in a spread toward the mouse; Summon Turrets creates three temporary firing positions around the player that each fire several shots at nearby targets; Gravity Well pulls enemies and the boss toward the player; Spirit Dash moves the player 8 units toward the mouse direction and fires eight radial shots; Rift Beam creates a short line of powerful pink projectiles along the aim direction.

Place exactly two hidden pickups in every stage: a green glowing octahedral Health Core and a blue glowing octahedral Armor Plate, each partly concealed by a nearby block cover. They remain invisible until the player comes within roughly 8 world units, then bob and rotate visibly. Collecting the Health Core increases maximum HP by 12 and restores up to 25 HP; collecting the Armor Plate increases maximum armor by 10 and restores up to 18 armor. Award score for kills, boss kills, and pickups. Boss defeat grants that boss’s named power permanently and automatically advances to the next stage after a brief transition; powers remain available across the campaign, though E uses the latest acquired one. Defeating the final Void Citadel boss ends the game in victory.

Add a dark translucent start overlay centered over the gameplay with the title “Rift Siege,” the text “Clear 10 battlegrounds, hunt hidden health and armor caches, and steal a boss power after every victory,” and “Click to start. Survive the full campaign.” Clicking starts the campaign. Add pause and end-state overlays: P pauses/resumes, death shows “You fell” and asks the player to press R to restart, and final victory shows “Campaign cleared” and says all 10 stages were conquered. R restarts the campaign from stage 1.

Use a compact fixed HUD across the top with: “Stage 1 / 10” style stage counter, current theme name, a status line showing enemies left or the current boss power, green HP bar with numeric value, blue Armor bar with numeric value, red/orange Boss bar with numeric value or -- when absent, Score, current Power (None before the first boss), Upgrades in the form “0 / 2 found,” and a controls hint reading “WASD move · Mouse aim · Click/Space shoot · Shift dash · E power · P pause.” Keep the UI dark navy/translucent with rounded panels, bright colored bars, pale text, and a clean modern arcade presentation. Include subtle synthesized shooting, hit, and power activation sounds if audio is available, while preserving the playable experience without sound.

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