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Arcade › Ruin Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. bruno.fontoura.rocha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ruin Rush yet. Play it, then tell bruno.fontoura.rocha what you would add next.
Ruin Rush was built by bruno.fontoura.rocha 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 Ruin Rush 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 playable first-person 3D arena shooter titled “Ruin Rush.” The game should feel like a fast, aggressive speed arena: the player starts in a compact enclosed killbox, uses movement, jumping, dashing, and a single revolver to eliminate rushing enemies, and advances through waves indefinitely. Camera and arena: use a first-person perspective with an approximately 80-degree perspective camera, mouse-look on desktop, and drag-to-look on touch devices. The player begins near the south end of the arena at floor-level eye height, facing inward. Build a roughly 60-by-60 dark ruined arena with a flat brown-black floor, four tall enclosing perimeter walls, atmospheric dark red fog, warm beige/red lighting, strong shadows, and a red glow toward the far end. Add chunky rectangular cover blocks and low barriers around the arena: scattered blocks near the corners, a central 4-by-4 block, a long low block near the far wall, and side barriers. Use a stylized low-poly/box-built visual language with charcoal, dark mauve, brown, muted red, and glowing crimson trim. Add a row of tall narrow pillars along the far wall. Player and movement: begin with 100 HP. Support WASD movement, with forward/back/strafe relative to the camera, fast ground speed around 10, somewhat slower air control around 8, gravity, and a jump from the ground with an upward speed around 9.5. Space jumps. Shift performs a directional dash lasting about 0.17 seconds at very high speed (about 23), using the current movement input or forward direction, with a cooldown around 0.9 seconds. Prevent movement through arena walls and cover using simple collision boundaries. Keep the camera at eye height, allow pitch to look up/down with a reasonable clamp, and add a small visual recoil kick on shooting. Weapon and combat: the only weapon is a revolver. Desktop left click fires a hitscan shot along the center of the camera; use a short 0.18-second fire cooldown and show “REVOLVER READY” or “REVOLVER COOLING” in the HUD. Add a small bright muzzle burst and impact particles. Place a minimal four-segment pale crosshair at screen center. Each successful body hit deals 32 damage and increases style by 6. Enemies should have visible hit feedback and orange/red impact particles. There is no visible ammo count or reload mechanic. Enemies and waves: create simple stylized humanoid enemies from box meshes: a glowing red/orange rectangular torso, head, two arms, and bright glowing eyes. Normal enemies have about 40 plus a tier-based health bonus, move at about 4.6 plus a tier-based speed bonus, bob slightly, face the player, and rush toward them while applying a mild side-to-side strafe. On contact range, attack every roughly 0.72 seconds and deal 10 plus tier-based damage. Start wave 1 with 3 + wave*2 enemies, capped at the available spawn locations (so wave 1 has five), spawning from positions around the arena perimeter. Clear all enemies to immediately increment the wave and spawn the next one. Every two waves, increase enemy tier, health, and speed. When an enemy dies, show a red/orange burst, increment the kill counter, and restore 10 HP, capped at 100. Style system: include a style/combo meter from 0 to 100, initially empty, with ranks DULL below 22, FRESH at 22, WICKED at 42, BRUTAL at 68, and ULTRA at 90. Hits add 6 style, kills add 14 style, jumping adds 4, successful dashes add 7, and a clean hard landing adds 3. Keep the chain alive by resetting a decay timer on these actions; after roughly 2.6–3.1 seconds without chaining, style decays at about 8 points per second. Taking damage removes 8 style. Display the style as a horizontal gradient bar from red through orange to pale yellow, with centered text such as “STYLE // DULL.” HUD and menus: use a dark translucent glass-like HUD with subtle borders and rounded corners. At the top left show “HP 100 · Kills 0 · Wave 1”; at the top right show revolver readiness. Center a wide style bar near the top. At the bottom left show a feed/status message such as “Rip through the first wave.” or combat feedback including “Wave 1 dropped in — stay airborne.”, “Direct hit. Keep the chain alive.”, “Dash cut — keep pressure on.”, “Fragged one — +style +heal”, and “You got clipped — move harder.” Before starting, show a centered dark translucent rounded panel titled “RUIN RUSH,” with the subtitle “ULTRAKILL-inspired speed arena — dash, jump, chain kills, stay moving.” Show desktop instructions: “WASD move, mouse look, click shoot, Space jump, Shift dash.” Show phone instructions: “left thumb moves, drag empty screen to aim, tap FIRE, JUMP, DASH.” Include a prominent red gradient “START RUN” button. Starting removes the panel, spawns the first wave, and on desktop requests pointer lock. Escape pauses the game, restores the panel with a “PAUSED” message and a start button. If HP reaches zero, stop gameplay and show a “RUN OVER” panel with the wave and kill result plus a “RESTART” button. Mobile controls: detect coarse pointers and show a mobile HUD. Put a translucent circular virtual joystick at bottom left with a draggable colored knob. Put large round FIRE at bottom right, with smaller DASH above/left of it and JUMP beside it. Touching empty canvas space drags the camera to aim; tapping FIRE shoots, while the JUMP and DASH buttons activate their respective actions. Keep the layout safe-area aware and usable on phones. Maintain the dark red, high-contrast, cinematic arcade presentation throughout.