Skip to content

Arcade › Riftfall Arena

Riftfall Arena

  • 3d
  • third-person
  • arena-shooter
  • wave-survival
  • sci-fi
  • mech
  • mobile-friendly
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. clairesh00k built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Riftfall Arena yet. Play it, then tell clairesh00k what you would add next.

Make your own game

Riftfall Arena was built by clairesh00k 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 Riftfall Arena 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 Riftfall Arena

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 3D third-person sci-fi arena survival shooter titled “Riftfall: Salvage Run,” set in the dark Omega District. Use a behind-the-player camera that follows a humanoid salvage mech named George, with the mech centered in the arena and a small cyan/magenta crosshair at screen center. The visual style is polished low-poly/asset-based sci-fi: very dark navy background and floor, fog, cool cyan and hot pink/magenta emissive lighting, soft shadows, glowing lane markings, and a futuristic HUD with translucent rounded glass cards.

Build a square enclosed arena approximately 30 by 30 units with a dark floor, four low perimeter walls, five long alternating cyan and magenta energy lanes running across the floor, six scattered waist-high rectangular cover blocks, and sixteen glowing cyan boundary beacons arranged around the arena edge. Include a few decorative sci-fi props around the corners/edges: a large barrel, crystals, and a rocket-base object. Use a detailed, weathered humanoid robot/mech model for the player, tinted subtly cyan/teal; it should stand near the south side initially, facing into the arena, with an idle animation. Spawn six enemy copies of the mech around the arena, scaled slightly smaller and tinted alternately magenta and purple, also using idle animation. Enemies should visibly pursue the player across the arena rather than use ranged attacks.

The core loop is wave-based survival. The player moves around the enclosed arena and fires cyan plasma bolts toward the camera’s forward aim direction. Each shot has a short cooldown, travels quickly in a straight line, and disappears after a limited lifetime or on impact. Enemy mechs have 3 hit points on the first wave; each hit reduces HP by one, and a defeated enemy vanishes with a bright cyan/magenta spark effect. Award 50 scrap for every enemy defeated. Enemies move toward the player and deal small continuous contact damage when close, reducing the player’s 100 health. When all enemies are defeated, advance the wave, award 250 scrap, restore 18 health up to the 100 maximum, show a brief “WAVE CLEARED / Rift charge reclaimed · +250 scrap” message, and respawn all six enemies around the arena perimeter with increased hit points (3 plus half the current wave rounded down). If health reaches zero, stop gameplay and show “FRAME LOST / Tap or press R to reboot the salvage rig”; restart resets health to 100, scrap to 0, wave to 1, player position to the starting side, and brings back the six enemies.

Add a special ability called PHASE PULSE. It has a 4-second cooldown and is activated with Q on keyboard or a large PULSE button on touch/mobile. It emits a visible magenta shockwave/spark ring around the player, damages every living enemy within 6 units for 2 HP, and knocks nearby enemies away from the player. Display a short “PHASE PULSE / Local rift shockwave discharged” message when used. Add bright expanding spark particles for shots, impacts, enemy defeats, and the pulse.

Controls: desktop movement uses WASD or arrow keys through a third-person movement controller; clicking/holding the mouse fires, with F or Enter also firing. Q activates the pulse. On touch devices, dragging moves the player and dragging on the right side aims, while tapping PULSE activates the ability. Keep the player constrained by the arena walls/space. The camera should follow behind and above the mech with an approximately 54-degree perspective view, while aiming follows the camera’s forward direction. Use responsive resizing and mobile-friendly touch input.

HUD should be overlaid and always readable without blocking the game: upper left shows neon “RIFT” in cyan and “FALL” in pink, with subtitle “SALVAGE RUN // OMEGA DISTRICT”; upper right has two dark translucent rounded cards labeled WAVE and SCRAP, showing zero-padded wave and scrap values. Keep a cyan crosshair with a pink center dot at screen center. Bottom left has a rounded card labeled “GEORGE // SALVAGE FRAME,” showing current health as “100 / 100” and a horizontal health bar with a pink-to-cyan gradient. Bottom right has the PHASE PULSE hint (“Q / TAP”) and a large purple/cyan rounded PULSE button. On small screens show the hint “DRAG TO MOVE · DRAG RIGHT SIDE TO AIM” near the bottom center. At game start briefly display “RIFT ACTIVE / WASD / arrows to move · click or FIRE to shoot · Q for phase pulse.” Use dark navy UI panels, cyan borders/glows, pink notification text, and restrained futuristic typography.

More free browser games

Browse the whole Arcade →