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Robot Waves

  • 3d
  • third-person
  • shooter
  • tower-defense
  • wave-defense
  • robots
  • arcade
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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. KEY AUTH built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Robot Waves was built by KEY AUTH 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 Robot Waves 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 Robot Waves

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 third-person 3D wave-defense shooter called "Robot Waves". Use a dark, simple stylized low-poly/toon look. The play area is a flat square green-gray ground plane about 58x58 units, surrounded by blue-gray fog fading into darkness. Put a large round tower/base model at the exact center on a circular platform/ring; the base is the thing enemies attack. Place a stylized soldier character at (0, 0, 7.5), viewed with an over-the-shoulder/third-person perspective camera. The camera should be a perspective camera with a moderately wide field of view, following the player, initially elevated behind them. Use directional warm light plus cool hemisphere fill, with shadows on models and rocks.

The core loop is defending the central base from successive waves of animated enemy robots. Start at wave 1, with 4 + wave*2 enemies (so 6 in wave 1, capped at 12). Spawn each robot randomly around the perimeter at a radius between 20 and 26 units from the center. Robots are scaled to about 65% of their source size, have 3 health, and walk directly toward the central base at speed 3.2 + wave*0.45. They should face their movement direction and use a Walk animation. When a robot reaches within 2.6 units of the center, remove it and reduce base health by 9. When all enemies are eliminated, wait 1.8 seconds, increment the wave, and spawn the next wave. Defeating an enemy adds 12 points to the score. There is no inventory, reload, or enemy ranged attack.

The player can move around the arena with standard third-person movement controls, at move speed 9, and can jump with Space using jump speed 11. Switch the soldier between Idle and Run animations based on movement. Clicking the canvas fires a bright cyan spherical projectile from just in front of the player, aimed in the camera's forward direction; constrain the vertical aim slightly, give the bullet velocity 62 units/second, allow one shot every 160 milliseconds, and remove bullets after 2.8 seconds or beyond 55 units. A bullet hits a robot when it comes within 1.7 units, disappears, and reduces that robot's health by 1. Robots within 3.2 units of the player repeatedly deal 7 player-health damage per update while close. Track player health starting at 100 as well as base health starting at 100. If either the base reaches 0 or the player reaches 0, stop gameplay and show the game-over overlay.

Scatter eight stylized space-kit rocks around the arena at these positions: (9,11), (-11,10), (13,-8), (-12,-9), (6,17), (-17,4), (18,5), and (-5,-16). Scale them roughly (1.6,1.4,1.7). Keep the central base visually distinct with its circular ring and leave the ground otherwise open.

Add a fixed HUD in the upper-left, using compact semi-transparent black rectangular panels with white sans-serif text. Show "Wave" and its number, "Score" and its value, "Base" with a 140x14 dark bar whose fill is bright green (#44ff44), and "You" with an 80x12 dark bar whose fill is blue (#44aaff). The reference screenshot shows the black game background and the initial HUD prominently at the top-left: Wave 1, Score 0, and a full green Base bar; preserve that clean, minimal presentation. On game over, cover the screen with a mostly opaque black overlay and centered white text: "BASE DESTROYED", then "Reached Wave [wave] • Score: [score]", plus a blue RESTART button. Restart must clear all enemies and bullets, reset wave, score, player health, and base health to their initial values, hide the overlay, reposition the player to (0,0,7.5), and begin wave 1 again. Ensure the experience is immediately playable after the models/assets load and resize the renderer and camera correctly with the window.

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