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Arcade › Seventh Stall
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Seventh Stall was built by Zoink 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 Seventh Stall 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 single-player 3D arena survival brawler titled “Seventh Stall.” Use a third-person/high-angle follow camera over a circular haunted old-school bathroom courtyard. The arena should be a dark plum circular tiled platform with a thick raised base and a glowing red outer trim ring, alternating pale cream and dark purple floor tiles, six pale bathroom stall panels evenly spaced around the perimeter with red top trim, a blue reflective circular mirror centerpiece, white paper talismans/seals with red markings arranged around the arena, and small red/gold lantern lights around the outside. Set the mood with a deep purple moonlit background, soft fog, warm cream moonlight, pink ambient light, and red/gold supernatural accents. Use clean stylized low-poly anime-inspired geometry rather than imported character art. The player is a small supernatural schoolboy-like guardian represented by a dark school-uniform coat/body, pale head, red cap with brim, a paper talisman on the face/torso, paper seals at the shoulders, and a short glowing gold blade. Keep the character original and silhouette-based. The player starts in the arena center with 100/100 HP and 100/100 Seal Energy, can move freely on the circular floor, and cannot leave the arena boundary. Face the direction of movement and smoothly follow the player with a camera positioned approximately 10 units up and 12 units behind, looking at the player’s upper body. Core loop: survive escalating waves of floating wandering spirit apparitions, defeat enough enemies to complete the current wave, and continue as long as possible. Normal spirits are translucent pale cyan floating humanoid/capsule figures with dark eyes and a dark blue sash; they spawn near the arena edge, pursue the player, and attack at close range after a short windup. Normal spirits begin with 18 + 3*wave HP and move at about 2.8 + 0.12*wave speed, dealing 9 damage on contact attacks. Limit normal simultaneous enemies to roughly 2 + wave, capped at 10. Waves begin at wave 1 with quota 8; after completion, advance to the next wave and set the quota to 7 + 2*wave. Defeated normal spirits count toward progress by 1, restore 12 Seal Energy, and dissolve in colorful particles and an expanding ring. Every fourth wave, once at least roughly 55% of that wave’s quota has been defeated, spawn one larger gold-tinted boss apparition. It has a larger floating body and face, red sash, 85 + 12*wave HP, roughly 2.4 + 0.08*wave speed, a longer attack windup, and deals 16 damage. It counts as 2 wave-progress defeats and restores 24 energy when exorcised. Display a boss warning/message and a boss status indicator while it is alive. Do not advance that boss wave until the boss is dead and the quota is reached. Keyboard controls: WASD or arrow keys to move; J or Space performs the basic attack; Q activates Talisman Burst; E activates Spirit Dash; R activates Seal Storm; P pauses. Also provide touch controls: a large virtual joystick at bottom-left, a round Attack J button, three skill buttons, a pause button, and Restart Run. The joystick should control the same movement as keyboard input and release back to center. Make the interface responsive for mobile screens. Basic attack: press J/Space to perform a three-step melee combo using the glowing blade. Each strike lasts approximately 0.24 + comboStep*0.05 seconds, slows movement while attacking, attacks enemies in a forward arc up to about 2.5 + comboStep*0.2 range, and deals 11 + comboStep*4 damage. The third strike has a wider cone and a gold/red effect. Successful hits grant 8 + 4 per enemy hit Seal Energy and build the combo counter; missed swings show a brief “Swing missed” message. Permit an attack input to queue the next swing during the latter part of an attack. Slowly regenerate Seal Energy at 6.5 per second up to 100, while enemy defeats also restore energy. Skills use energy and have cooldowns. Talisman Burst (Q or touch button) costs 25 energy, has a 5-second cooldown, damages and knocks back all enemies within a 4.2-unit radius for about 22 + 1.2*wave damage, creates a large expanding gold ring and gold spark burst, and reports if it missed. Spirit Dash (E) costs 18, has a 3-second cooldown, rapidly moves the player for about 0.22 seconds at speed 18, grants brief invulnerability, and performs a forward arc strike within about 3.4 range for 16 damage with cyan sparks. Seal Storm (R) costs 42, has a 9-second cooldown, briefly locks/stuns the player while granting invulnerability, then emits three delayed expanding area pulses at about 150ms intervals. Pulses have growing radii (roughly 4.1, 5.6, and 7.1 effective outer sizes), alternating red and gold rings, spark bursts, and increasing damage. Skills and attacks should apply knockback, hit flashes, particles, expanding ground rings, and brief impact emphasis. Enemies should collide with the arena boundary and move toward the player. Give enemy bodies subtle hover/scale motion, hit flashes, attack windups, knockback velocity, and red/cyan/gold particle effects. The player should bob slightly while moving, swing/tilt during attacks, lean during dashes, and flash briefly when using skills or taking damage. The player has temporary invulnerability after taking a hit and during Spirit Dash/Seal Storm. If HP reaches zero, pause the game and show a centered overlay titled “Hanako was sealed,” with text explaining how many waves and spirits were cleared and a “Play Again” button that resets the run. HUD: place a translucent dark glass panel across the top with rounded corners. Show a pink/red “Hanako HP” bar and numeric value, a gold/orange “Seal Energy” bar and numeric value, “Wave N,” “Spirits Defeated: N,” “Combo: xN,” and a boss status line. Include the quest/instruction text: “Seventh Mystery: Hold the old school bathroom against wandering spirits,” “Move with WASD or the joystick. Attack with J,” and the skill key labels Q Talisman Burst, E Spirit Dash, R Seal Storm. Show a temporary pill-shaped center message for events such as “Protect the old bathroom!”, wave starts, cooldown/energy warnings, hits, and boss arrival. Put skill cards at bottom-right labeled Talisman Burst Q, Spirit Dash E, and Seal Storm R, each showing “Ready” or a live cooldown, plus Restart Run. Put the circular joystick and a short movement hint at bottom-left, and a small pause control at top-right. Use white/cream text with muted pink-purple secondary text, translucent black-purple panels, pink health, gold energy, and red/gold/cyan effects. Include a small subtle center reticle. Start immediately with the first wave and the message “Protect the old bathroom!”; provide pause/resume behavior and reset the entire run when restarting.