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Skeleton Siege

  • 3d
  • third-person
  • action
  • survival
  • arena
  • wave-defense
  • low-poly
  • fantasy
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. Idk built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skeleton Siege yet. Play it, then tell Idk what you would add next.

Make your own game

Skeleton Siege was built by Idk 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 Skeleton Siege 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 Skeleton Siege

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 arena survival game titled “Skeleton Siege.” Use a dark, stylized low-poly fantasy look with a nearly black navy sky/background, subtle fog, strong warm key light and cool blue rim lighting, soft shadows, and a dark blue-gray circular combat floor. The camera follows behind and slightly above the player, looking toward the arena, with a close over-the-shoulder/third-person perspective and a perspective field of view around 58 degrees.

The arena is a large square ground plane with a clearly visible rusty red-brown glowing circular boundary ring about 8.5 units from the center. Place twelve short, chunky, faceted dark stone/wood-like pillars evenly around the outside of the ring. Keep the center open for combat. The scene should have soft shadow casting enabled and atmospheric fog that obscures the far edges.

The player is a stylized low-poly adventurer/warrior, centered in the arena, wearing dark brown/olive segmented armor and clothing. Use an adventurer character with idle, walk, run, jump, fall, land, attack, and die animation states. The character carries a large simple sword in the right hand: pale blue-gray metal rectangular blade, gold/brass crossguard, and brown grip. Face the character in movement direction and animate walking/running; support jumping through the third-person controller. Start the player near the center, slightly toward the back of the arena.

Enemies are flying skull monsters: pale bone-colored oversized skull heads with dark eye sockets and small dark purple/burgundy bat-like or clawed bodies/appendages. Spawn them around the outer edge of the arena at random angles and radius approximately 8.1–9.3 units, facing toward the player. They use a floating idle animation, cast shadows, and continuously home toward the player. Their movement speed starts at about 1.15 units/second in wave 1 and increases by 0.1 per wave. An enemy stops when within approximately 1.55 units of the player. If an enemy remains that close long enough for the siege timer to reach about 1.6 seconds, end the game with the message “The horde broke through.” There is no visible health bar; the goal is to keep enemies away and survive successive waves.

Implement wave spawning and melee combat exactly as follows: wave 1 starts with 5 enemies (3 + 2 × wave), spawning one every 180 milliseconds. When all living enemies are defeated, immediately increment the wave and begin the next wave; cap each wave at 14 enemies. Each enemy has 1 hit point. Press Space or click/tap the game canvas to slash. Limit attacks with an approximately 0.48-second cooldown; visibly swing the sword rapidly for about 160 milliseconds. The attack hits enemies within 2.45 units and in front of the player (forward dot product greater than 0.05). A hit adds 10 score; killing the one-hit enemy adds another 25 score, for 35 total per kill. Briefly lift/flash a hit enemy, tip its model over, then remove it after about 420 milliseconds. Do not add ranged attacks, pickups, health, weapons, bosses, or other abilities.

Support WASD and arrow-key movement through a third-person movement controller, Space for slash, and Shift sprint. Support tap/click slash and a mobile virtual joystick/control overlay supplied by the controller on touch devices. Show the player’s sword swing and corresponding attack animation. Press R after game over or click a restart button to reload/restart the game.

Build a minimal HUD over the canvas with translucent dark navy panels, thin pale borders, rounded corners, and a subtle blur/shadow. At top left show the uppercase title “SKELETON SIEGE” in bold, widely spaced warm pale yellow text. At top right show three stacked stats: WAVE, ENEMIES, and SCORE, with small uppercase muted blue-gray labels and large white values. Initially show Wave 1, Enemies 5 during/after spawning, and Score 0. Keep ENEMIES synchronized to the number of active enemy objects, and SCORE synchronized to combat points. Show centered temporary translucent notification panels near the upper middle for “Wave 1”, later wave announcements, and the game-over message. At the bottom center show the help text: “WASD / arrows move · Space or tap to slash · Shift sprint · survive the waves”. When game over occurs, display a prominent gold rounded “Rise again” button in the center; clicking it restarts the game. Make the layout responsive, with smaller padding/help text on narrow screens, and ensure HUD does not block normal gameplay input except the restart button.

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