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Arcade › Mini Survivors 3D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lol built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mini Survivors 3D yet. Play it, then tell Lol what you would add next.
Mini Survivors 3D was built by Lol 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 Mini Survivors 3D 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 top-down survival arena game titled “Shieldfall Arena.” Use Three.js or an equivalent real-time 3D renderer. Show a dark navy background with subtle fog, a large flat circular arena platform centered in the scene, colored deep blue (#142d4a), with a thin glowing cyan ring around its outer edge. Use a perspective camera positioned above and slightly behind the arena, approximately top-down, following the player while keeping the arena visible. The player is a small upright rounded capsule in the arena center, golden yellow with a slight warm emissive glow and soft shadow. The player moves using WASD and the arrow keys at about 6.5 units/second; constrain movement to the circular arena so the player cannot leave the boundary. Do not add weapons or attacks: the player’s objective is simply to maneuver and survive. Spawn hostile swarm creatures around the outer edge of the arena. Each enemy is a small faceted pink/red icosahedron with a darker red emissive center/appearance and a shadow. Enemies continuously move directly toward the player, rotate as they travel, and spawn progressively faster as elapsed time increases: begin at roughly one enemy every 1.35 seconds, with the interval decreasing over time but never below about 0.55 seconds. Their movement speed begins around 1.2 units/second and gradually increases with elapsed time. When an enemy reaches close contact with the player (about 1.05 units), remove that enemy and apply one hit: consume one shield if the player has a shield; otherwise reduce HP by one. Every hit reduces score by 2, but never below zero. At zero HP, stop gameplay and show a centered game-over overlay. Periodically create collectible shield drops, beginning after roughly 5.5 seconds and then every 5.5 seconds. Place each drop randomly within a ring 3–9 units from the arena center. Represent each one as a small glowing cyan octahedron, with a bright blue/cyan emissive material, rotating around multiple axes and bobbing vertically. When the player comes within about 1.15 units, remove the drop, increase the shield count by one, and add 10 score. Add a fixed HUD over the canvas. In the upper-left, show a dark translucent rounded panel with a thin cyan-tinted border and bold white text exactly in this style: “Shield: 0 · HP: 3 · Score: 0”, updating live. In the upper-right, place a light cyan rounded “Restart” button. Restart must reset the player to the center, HP to 3, shields and score to 0, remove all enemies and drops, reset elapsed time and spawn timers, and hide any game-over overlay. Along the bottom center, show the hint: “Move with WASD / arrows · Collect cyan shield drops · Survive the swarm”. When HP reaches zero, display a centered dark translucent panel with a large “Game Over” heading and text such as “Score [current score] · Tap Restart to try again.” Keep the clean minimalist UI, dark navy/cyan palette, soft shadows, simple low-poly geometry, and no extra gameplay systems beyond the described movement, enemies, shield pickups, score, HP, and restart behavior.