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Arcade › Rift Slayer
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Nobody has said anything about Rift Slayer yet. Play it, then tell Connor Shipps what you would add next.
Rift Slayer was built by Connor Shipps 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 Slayer 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 fast first-person arena shooter titled “Rift Slayer,” set in a compact hell-tech arena. The player begins near the south side of a roughly 54-by-54 square arena, looking toward a glowing red/orange spawn rift at the far end. Use a low-resolution, pixelated retro presentation: nearly black/blood-red sky and fog, dark red tiled floor with a strong perspective grid, dark red paneled perimeter walls, warm orange/red lighting, shadows, scanline overlay, chunky high-contrast HUD, and a subtle red damage vignette. The camera is a first-person perspective with mouse-look/pointer lock, about 78-degree FOV, centered yellow four-pronged crosshair, and a visible sci-fi blaster held low on the right when its model is loaded. Core loop: click/tap to start, then move around the arena, shoot incoming monsters with a rapid-fire hitscan blaster, evade their contact attacks using speed, dash, and jump, collect green health shards, and survive increasingly difficult waves. Controls: WASD or arrow keys move relative to the camera, mouse moves the view, left click fires, Shift dashes, Space jumps, and R resets/restarts. Support touch controls with a virtual left movement stick and DASH, JUMP, and FIRE buttons; touch-drag can look around. The player moves quickly, has gravity and a grounded jump, can dash about 5.2 world units with a cooldown of roughly 0.72 seconds, and normal movement is around 9.2 units/second (holding Shift also gives fast movement, while the dash is the distinct burst). Keep the player inside the arena and collide against perimeter walls, six large hexagonal pillars, and loaded crate obstacles. Build the environment with four solid boundary walls, six dark red sci-fi/hell pillars arranged around the arena (at approximately [-12,-12], [12,-12], [-12,10], [12,10], [0,-18], [0,16]), each with a glowing orange ring near its top, several medium sci-fi crates scattered around, and a few industrial barrels. At the far/north end place a dramatic spawn rift: four concentric glowing red torus rings rotating at different angles around a floating orange-red wireframe icosahedron core, with a pulsing red point light. The floor should use a repeating dark checker/tile texture with red grid lines; walls should use repeating dark red panel textures. Use warm orange directional and hemisphere lighting, red fog, and shadows. Enemies spawn around the outer arena perimeter, about 21–27 units away, and continuously close distance toward the player. Include two enemy types using animated low-poly demon models: a ground Big Demon that runs/walks directly toward the player on the floor, has roughly 82 plus 5 per wave health, moves around 2.45 plus a small wave scaling amount units/second, and deals 4 contact damage; and a Flying Demon that approaches through the air, bobs around roughly 2.4 height, has roughly 50 plus 3 per wave health, moves at about 2.8 units/second, and deals 2 contact damage. Begin with two demons available after assets load. Maintain up to min(3 + wave*2, 12) active enemies; spawn about every max(1.0, 2.25 - wave*0.05) seconds, with ground demons common and flyers appearing at an increasing but capped probability (starting near 18%, capped near 42%). Give enemies simple run/flying animation, orient them toward the player, and briefly flash/scale on hit. Add a short starting grace period of about four seconds before contact damage applies. The weapon fires every 0.105 seconds, uses an accurate center-screen ray/hitscan check against enemies within 55 units, and deals about 42 damage per shot, with a small extra reward for especially centered aim. Show a short bright yellow-orange muzzle/laser beam, subtle recoil of the held blaster, screen shake, and a laser firing sound. There is no reload system: the HUD displays AMMO as the infinity symbol. Enemies disappear when killed; award 100 score for a ground demon and 175 for a flyer, increment kills, and count kills toward waves. Advance to the next wave after 8 + 2*current-wave kills, reset the wave kill counter, and heal the player by 20 (capped at 100) on wave advance. Killed enemies have about a 28% chance to drop a floating, rotating, bobbing green wireframe health shard, with increased practical availability when player health is below 45. Each shard restores 20 health, capped at 100, when the player comes within about 1.7 units. Show a chunky top HUD with four skewed red/brown panels bordered in gold: HP (starts at 100), KILLS (starts at 0), WAVE (starts at 1), and AMMO (always ∞). Keep the crosshair centered. On start, show a centered dark translucent instruction panel with gold border, large red “RIFT SLAYER” title, description about moving/dashing/firing to survive, a bright yellow start button labeled “TAP / CLICK TO START,” and control text. Hide it once play begins and request pointer lock on desktop. On death, stop gameplay and show the same panel with title “RIPPED APART,” text reporting the kill count and telling the player to press R or tap start to return, with the button labeled “RESTART.” Player health should not drop more often than once per second due to a hurt cooldown; damage causes screen shake, a red radial damage flash, and a low thud sound. If HP reaches zero, release pointer lock. Preserve the arcade, movement-first balance and all visible styling: black/red/orange palette, gold/yellow UI accents, nearest-neighbor/pixelated rendering, fog, glow, and retro scanlines.