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Shell Clash

  • 3d
  • arena-brawler
  • survival
  • low-poly
  • action
  • mobile-friendly
0
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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. theblackratboii built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shell Clash yet. Play it, then tell theblackratboii what you would add next.

Make your own game

Shell Clash was built by theblackratboii 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 Shell Clash 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 Shell Clash

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 one-player 3D low-poly arena brawler called “Shell Clash,” using Three.js or an equivalent real-time 3D engine. Show the game from an overhead-follow perspective: a perspective camera sits high above and behind the turtle, looking down at the fighter and smoothly following its position. The world is a simple bright stylized arena: a flat circular green island/pit about 12 units across, surrounded by a thick brown torus-like rim, with roughly 14 irregular gray low-poly rocks spaced around the perimeter. Use a pale blue sky/background with light atmospheric fog, soft shadows, bright hemisphere lighting, and a clean toy-like primitive-mesh art style.

The player is a cartoon turtle fighter built from primitive meshes. It has a large dark-green oval shell, lighter green head/limbs, a gold/tan belly plate with small chest plates, a brown belt and buckle, a colored mask band with trailing straps, four stubby limbs, and a forward-facing head/snout. The turtle faces its movement direction and subtly bobs/wobbles while moving; during a spin attack the shell visibly rotates, and during a dash it lifts slightly. Keep the player constrained inside the circular arena.

The core loop is melee survival. Start with a character-selection overlay, then spawn an enemy wave around the outside of the arena. Rats are stylized low-poly brown primitive creatures with elongated bodies, haunches, shoulders, lighter bellies, small heads and snouts, pinkish circular ears, glowing eyes, four legs, and thin tails. They continuously chase the turtle, bob and wobble as they move, and damage the player when close. Normal rats become tougher and faster as waves advance. From later waves, add larger elite rats with darker fur, brighter eyes, increased size, health, damage, and knockback. Wave 20 is a single oversized Rat King boss: very dark brown and approximately 2.25 times normal rat scale, with red glowing eyes and a small crest, high health around 440, and strong attacks. There are no ranged attacks or projectiles: enemies simply pursue and make close-range contact attacks.

The player controls movement with WASD or arrow keys, using normalized eight-direction-style movement and facing the movement direction. Press Space or J, or the large green on-screen SPIN button, to perform a short-range shell spin attack. The attack has a brief active window and a fighter-dependent cooldown; rats in the close radius take damage and are knocked back, while the turtle’s shell rotates during the attack. Press Shift or K, or the yellow DASH button, to dash in the current facing direction. Dashing gives a short burst of velocity and brief invulnerability, with a character-dependent cooldown, so it is used to escape swarms and reposition. The player has health and can be knocked back by enemy contact. If HP reaches zero, stop the run and show a “Rats Win” game-over overlay. The run also ends in defeat if the survival timer reaches zero.

Include a chargeable Power meter. It fills gradually during combat and gains additional charge when enemies are defeated; it caps at 100%. Press L or the blue POWER mobile button when full to trigger the selected fighter’s unique power. Implement these exact six power behaviors: Blue Bolt’s “Leader Wave” is a nearby shockwave; Purple Pulse’s “Iron Fortress” grants about 60% damage reduction for 6 seconds; Red Riot’s “Riot Rage” boosts speed and attack damage for 6 seconds; Orange Rush’s “Blaze Spin” grants a speed/attack boost and damages nearby rats continuously for about 5 seconds; Fang Slash’s “Spike Burst” damages and knocks back nearby rats in a roughly 3.8-unit radius; Volt Reaver’s “Thunder Slice” damages every enemy across the arena and slows them for about 2.2 seconds. Powers consume the full meter and should communicate their activation through the status text and/or visible feedback.

At the beginning, show a centered dark translucent rounded panel titled “Shell Clash,” explaining that the player is a brawler turtle in a rat pit and must survive the waves. Let the player choose one of six fighters before starting: Blue Bolt, Purple Pulse, Red Riot, Orange Rush, Fang Slash, and Volt Reaver. Selecting a fighter changes the turtle’s band color and, for Fang Slash and Volt Reaver, shows shell spikes and blade-like arm accessories; Volt Reaver also has a crest and cyan blade glow. Use these exact gameplay identities and approximate stats: Blue Bolt balanced, HP 104, speed 6.4, attack damage 23; Purple Pulse tanky, HP 118, speed 5.7, attack damage 27; Red Riot aggressive, HP 92, speed 6.75, attack damage 31; Orange Rush fast, HP 86, speed 7.8, attack damage 19; Fang Slash bruiser, HP 134, speed 5.4, attack damage 35; Volt Reaver striker, HP 96, speed 7.25, attack damage 30. Also vary dash force and attack/dash cooldowns so the fighters feel distinct, with Orange fastest and Purple/Fang slower and heavier.

Make the run contain 20 waves, starting at wave 1. Normal wave composition should increase with wave number: approximately 4 + wave number normal rats, capped at 14; introduce elite rats beginning around wave 4, increasing their count gradually. When a wave is cleared, remove all enemies, increment the wave, restore up to 6 seconds to the timer (capped at 240 seconds), and immediately spawn the next wave. Wave 20 contains only the Rat King. Victory occurs only after defeating the Rat King; show a “Turtle Victory” overlay reporting that all 20 waves were cleared and how many rats were bonked. Start the game with a 240-second timer.

Build a fixed HUD over the 3D view using dark translucent rounded panels and white bold sans-serif text. Across the top show the selected fighter’s HP label, a green health bar and numeric HP/max HP, a blue/purple Power bar and percentage or “<power name> READY,” “Rats bonked: N,” the current “Wave N/20” (or Boss 20/20 on the final wave), and remaining seconds. Add a small upper-right hint such as “Spin through the sewer rats, survive 20 waves, and beat the Rat King on wave 20.” The character-selection screen should include fighter cards, a summary of the selected fighter and power, controls instructions, and a bright green “Start Fight” button. After defeat or victory, show Play Again and Change Fighter buttons.

Support touch/mobile play as well as keyboard. Place a bottom-left four-button D-pad with up/left/right/down arrow buttons that behave as held movement controls. Place bottom-right circular buttons labeled SPIN in green, DASH in yellow, and POWER in blue. Make touch controls large and easy to press, preserve the full-screen canvas, prevent page scrolling, and hide the desktop hint on narrow screens. Use smooth camera following, simple hit-flash/exposure feedback when the player is struck or powers activate, shadows, fog, and responsive resizing. Do not add multiplayer, ranged weapons, extra enemy attack types, or unimplemented pickups.

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