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Skin Serpent

  • 3d
  • action
  • arena
  • survival
  • arcade
  • third-person
  • 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. Pauline Johnson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skin Serpent yet. Play it, then tell Pauline Johnson what you would add next.

Make your own game

Skin Serpent was built by Pauline Johnson 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 Skin Serpent 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 Skin Serpent

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-playable third-person/top-down 3D arena game titled "Skin Serpent" using Three.js ES modules with no build step. The camera should be a high, behind-the-player perspective that follows a controllable green serpent, looking down at a colorful low-poly world. Use a bright sky-blue background with light fog, warm sunlight, soft shadows, and a cheerful stylized toy-like visual style. The player is a bare green serpent made from a head plus roughly fourteen animated rounded body segments that follow a position trail, with a pale snout, two small dark eyes, subtle pulsing/wiggling motion, and optional translucent cream glide wings that appear when wearing the bird skin or when the bare serpent is temporarily gliding in the aero biome.

Build one connected arena from three large circular biome platforms: a central green grassy LAND arena, a blue WATER lagoon on the west/left, and a pale cloud-like AERO plateau on the east/right. Give each platform a faint white boundary ring and a ground label reading LAND, WATER, or AERO. Connect the zones with a narrow tan bridge running horizontally through the center. Add scattered low-poly rocks and conical grass props around the arena, plus a few blocky stylized trees around the land area. Keep the world bounded and make the player start at the center of the land arena.

The core loop is: move around, bite animal enemies from the front to defeat them, immediately wear the defeated animal's skin, and gain its biome ability. The previously worn skin is added to a carried inventory, and inventory skin chips in the HUD can be tapped/clicked to re-equip a carried skin. Include a SHED action that removes the current non-bare skin, stores it in inventory, and returns the player to the bare green serpent. Do not invent a win condition; the playable goal is to defeat and survive as many animals as possible. Defeats increment a score. On defeat, spawn a brief burst of colored particles and play a short digital defeat sound if audio is available.

Implement these skins and abilities exactly: bare serpent is green, has speed about 8.2, and can only briefly glide/swim in non-land zones as stamina drains; wolf skin is gray and gives land sprint, speed about 11.5, with Shift increasing sprint speed; fox skin is orange and gives a quicker bite dash, speed about 10.4 and a faster/stronger short attack; bird skin is pale cream and gives aero glide, speed about 10.1; fish skin is cyan-blue and gives water swim, speed about 9.5. Stamina starts at 100, regenerates according to the current skin when thriving, and drains when a skin cannot thrive in the current biome. Bare, wolf, and fox should not thrive in aero or water; bird should thrive in aero; fish should thrive in water. When stamina reaches zero in a restricted biome, damage the player over time and push them back toward the central land arena. Health starts at 100. Enemy contact causes damage with a cooldown. At zero health, show a translucent game-over overlay saying "Serpent down," summarize defeated animals and carried skins, and provide a Restart run button that resets score, health, stamina, skin, inventory, player position, and enemies.

Populate the world with nine initially placed enemies, guarding their own biome and only chasing aggressively when the player enters or approaches that biome so the land start is relatively safe: two Wolves and one Fox in land, three hovering Sky Rays in aero, and three River Fangs in water. Wolves should use a gray animated low-poly quadruped animal model when available; Foxes should use an orange animated low-poly quadruped model when available. If external models fail, use rounded procedural fallback creatures. Sky Rays are procedural pale flying creatures with a horizontal body and two flapping cream wings, hovering around y=2.4. River Fangs are procedural cyan fish-like creatures with a rounded horizontal body and a darker triangular tail, bobbing just above the water. Wolves have about 38 HP and deal 14 contact damage, foxes 28 HP and 10 damage, sky rays 16 HP and 9 damage, and river fangs 30 HP and 12 damage. Their approximate movement speeds are 4.5, 5.9, 6.2, and 5.5 respectively. Enemies patrol/return near their home positions when inactive, chase and orbit the player when active, stay within their biome, and respawn after a short delay when defeated.

The bite attack is activated with Space on keyboard or a large BITE touch button. It has a short cooldown, lasts roughly 0.28 seconds (roughly 0.36 for fox), only damages enemies within about 1.85 units and in front of the serpent, and creates a brief pale yellow/orange bite arc particle. A normal bite deals about 24 damage; fox's quick bite deals about 34. Show a short message such as "Bite! Hit animals from the front to steal their skin." when used. Include the SHED button on touch layouts and Q on keyboard. Support WASD and arrow keys for movement, plus a virtual circular left joystick for mobile. The source UI may include a visible LUNGE button/help text, but the implemented core attack should remain the front-facing BITE; do not add an unimplemented air-attack feature as a required game mechanic.

Use a full-screen HUD over the 3D view with large rounded translucent dark pills at the top showing: "Defeats 0", "Skin: bare serpent", "Biome: land", "Health 100", and "Stamina 100". Place carried skins as clickable rounded inventory chips near the top-right; highlight the currently equipped chip. Show brief centered translucent notification messages for defeats, equipment changes, shedding, and warnings. At the bottom-left show concise controls/help text, with a translucent virtual joystick above/near it on mobile. Place rounded translucent BITE and SHED action buttons at bottom-right. Make HUD wrapper non-interactive except for buttons, joystick, and inventory chips so the game remains playable beneath it. Use large readable white Nunito-like typography, soft shadows, rounded borders, and responsive safe-area spacing. Expose optional debugging functions window.getGameState() and window.setGameState(patch) for player position/skin/health/stamina, score, inventory, and game-over state.

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