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Arcade › Sky Siege
Click the game above and it runs right here in your browser. No download, no installer, no account needed. evan.rapier built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Siege yet. Play it, then tell evan.rapier what you would add next.
Sky Siege was built by evan.rapier 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 Sky 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.
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 compact first-person Three.js FPS called “Sky Siege.” Show a full-screen 3D floating combat arena viewed through a pointer-locked first-person camera, with a crosshair at screen center. The world is a large circular metallic platform suspended above soft white clouds, under a dramatic sunset gradient sky: warm orange near the horizon blending into deep blue overhead, with atmospheric blue fog. Use cinematic but lightweight rendering: ACES-like tone mapping, high-DPI responsive canvas, ambient/hemi lighting, soft cascaded shadows, metallic materials, and emissive blue/orange accents that create a bloom-like glow without requiring a post-processing stack. Build the arena as a multi-level combat space. The main circular platform has a dark gray-blue metal floor and a slightly raised central square hub. Around the arena place four tall square tower bases at the north, east, south, and west positions, each with an elevated square deck and a bright glowing beacon on top. Connect the central/lower area to the tower decks with six-step stair/ramp structures. Add four elevated cross-shaped bridge/catwalk routes around the hub, with glowing rails. Around the outer rim add many narrow vertical metallic columns with small glowing caps, twenty angular metal crates distributed in rings, and a glowing circular ring embedded near the floor. Include clouds far below the platform. The scene should visibly support vertical movement routes, but use simple collision and walk-surface logic rather than complex physics. The player starts at approximately (0, 2.2, 10), has 100 health, and moves with WASD relative to the mouse-look direction. Use pointer lock for mouse look. Shift sprints (normal speed 10, sprint speed 16), Space jumps with gravity, and constrain the player within the circular arena. Support walking on the main floor, central hub, ramps, bridge decks, tower decks, and beacon tops; resolve simple radial collisions with the large structures. Left mouse fires a small glowing orange/yellow spherical projectile from the camera forward; projectiles travel quickly for about 1.2 seconds and damage enemies they touch. Escape releases pointer lock and pauses, showing the overlay again. R restarts after game over. The enemies are floating drone-like spherical red/pink units with a pair of small glowing blue eyes. At the start of each wave spawn 4 + (wave * 2) drones around the outer arena at random angles and radii 18–27, hovering around y=1.4 with a slight bobbing animation and facing the player. Each drone starts with 3 + floor(wave * 0.6) health and moves directly toward the player at 2.4 + wave*0.16 speed. When within 1.8 units, it attacks every 0.8 seconds, reducing player health by 8 + wave*0.5 and showing a brief “Hit!” message. Destroyed drones award 10 points and have an 18% chance to drop a floating, spinning green octahedral health pickup. Collecting a pickup within 1.5 units restores 25 health up to 100 and awards 5 points, with a “Health recovered” message. When all drones are destroyed, wait about 2.2 seconds, increment the wave, spawn one health pickup near the center, and launch the next wave. If health reaches zero, stop gameplay and show a “Mission Failed” overlay with the final score; allow restart. Implement the on-screen HUD exactly as a functional overlay: at the upper left show four dark translucent glass-like stat boxes labeled HEALTH, SCORE, WAVE, and ENEMIES, initially reading 100, 0, 1, and 0. Keep the white four-arm crosshair centered. At startup show a centered dark translucent rectangular panel with a subtle border/shadow, title “Sky Siege,” subtitle “Move fast. Clear the drones. Stay alive.”, controls line “WASD move · Mouse look · Shift sprint · Space jump · Click shoot,” and a blue-to-purple gradient “Start Mission” button. Clicking it starts the first wave and locks the pointer. During play, briefly show bottom-center translucent status messages such as “Wave 1 incoming,” “Hit!”, and “Health recovered.” Use responsive layout, hidden overflow, and a dark navy UI palette with white text, muted slate labels, and subtle glass blur.