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Arcade › Riftfall Arena
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.
Nobody has said anything about Riftfall Arena yet. Play it, then tell clairesh00k what you would add next.
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.
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 third-person mech arena game titled “Riftfall // Mech Arena,” with a dark neon sci-fi presentation and responsive desktop/mobile HUD. Use a Three.js-style scene with a deep navy background, light fog, bloom-like emissive cyan, magenta, violet, and gold materials, soft shadows, and a cinematic third-person camera following the player mech from behind at roughly 10 units distance. The playable arena is a large square dark indigo floor about 50 by 50 units, crossed by glowing cyan energy strips in a grid. Scatter several sci-fi barriers around the arena and a few cyberpunk stacked props near the outer corners. The player is a stylized animated humanoid mech, placed near the back of the arena, and should be able to move around the floor with WASD on desktop or an on-screen four-direction arrow pad on touch devices. Desktop camera look is controlled by click/drag; the camera follows the player and movement is third-person. Allow firing with Space or F on desktop and with a large circular FIRE touch button on mobile. Each shot is a small bright cyan plasma bolt with an orange muzzle burst, travels forward in the camera’s horizontal facing direction, and expires after a short lifetime or when leaving the arena. Fire repeatedly while the control is held, with a short firing interval. Spawn five hostile “echo mech” enemies as animated stylized mechs at positions around the arena. They have three hit points each. Living enemies continuously move toward the player; when they get within close range, they drain the base CORE resource over time. The player does not have a visible weapon inventory or separate lives. A successful hit adds 10 score; destroying an enemy adds another 50 score, increments the defeated count, hides that mech, and creates a brief burst of cyan and pink square fragments plus a toast notification reading “ECHO MECH SHATTERED.” Start with SCORE 0, WAVE 1, and CORE 100. Display CORE as a numeric value and a horizontal pink-to-gold health bar that shrinks as core damage is taken. The mission panel should read “MISSION // SHATTERPOINT” and initially say “Eliminate 5 echo mechs”; after five defeats, change it to “Sector clear — bonus style data acquired.” There is no implemented wave progression, loot collection, or game-over screen: keep WAVE at 1 and faithfully retain this simple prototype behavior. Build a fixed HTML overlay HUD on top of the canvas. At top left show glowing cyan uppercase branding “Riftfall // Mech Arena” and a smaller subtitle that changes with the current view: “Arena Sector 07 · live prototype,” “Garage Bay · loadout preview,” or “Chromatic City Centre · social district.” At top right place a rounded translucent dark purple stats panel with SCORE, WAVE, CORE values and the gradient core bar. At bottom left show a rounded help card: “Rift Pilot” and “Move through the fractured city. Blast the echo mechs and collect style data.” At bottom right show the mission card. Centered near the bottom show three navigation buttons: ARENA, GARAGE, CITY, with the active button highlighted in a blue-to-purple gradient. On mobile, show the circular directional pad at lower right with up, left, right, down arrow buttons and an orange/pink gradient FIRE button in the center. On wider desktop layouts hide this touch pad and append “WASD move · click/drag look · Space fire” to the help text. Use rounded panels, thin cyan borders, dark translucent gradients, uppercase lettering, and cyan/magenta glow throughout. Implement the three navigation views. ARENA is the active combat view, resets the five enemies and places the player at the arena’s rear when selected, and briefly shows an “ARENA READY” toast. GARAGE hides combat enemies, places the player centrally, shows a smaller dark purple garage floor with a glowing cyan radial ring made from eight strips, switches to a fixed showcase camera looking toward the center, and displays “LOADOUT PREVIEW.” CITY hides combat enemies, places the player in a noncombat city-center view, shows the city props and alternating pink/violet rectangular plinths, and displays “CITY CENTRE ONLINE.” Keep the atmospheric lighting: a cool hemisphere light, a bright directional cyan light with shadows, and a moving magenta point/rim light that sweeps around the scene. Ensure the result is a playable neon 3D prototype matching the shown visual language rather than a menu or slideshow.