Arcade › Slop Pirates
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Slop Pirates was built by Baruch Obrimpong Oppon BOAMAH 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 Slop Pirates 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.
Recreate a stylized 3D third-person pirate action-adventure called “Slop Pirates.” Begin with a full-screen title overlay over the game world: dark navy translucent radial-gradient background, rounded glassy panel with thin cyan border, small uppercase subtitle “A STYLIZED OPEN-OCEAN ADVENTURE,” huge glowing cyan title “SLOP” over “PIRATES,” description “Explore Slop Village, hunt the Bone Armada, master original Slop Powers, and sail toward Skull Cove.”, and a large rounded yellow-to-coral gradient SET SAIL button. The world is a bright, low-poly open ocean under a pale cyan sky, with fog, soft shadows, warm sunlight, and a third-person camera following the pirate avatar from behind at about 7.5 units distance. Use an ocean-blue water plane and several separated small cylindrical low-poly islands with layered green grass, tan sandy beaches, and scattered rocks: Slop Village at the center, Skull Cove to the east/southeast, and Storm Reach to the southwest. The main village has a sandy path, palm trees, a small house/inn, barrels, a dock extending toward the water, and four wooden lamp posts with glowing orange-yellow lanterns. Skull Cove has palm trees, a cliff, and a gold treasure chest. A small starter sloop is positioned beyond the village dock. Use pirate-themed low-poly 3D models: a female pirate avatar, animated skeleton pirate enemies, a larger captain/boss pirate, ship, palms, house, dock, chest, cliff and barrels; all cast and receive shadows. After SET SAIL, allow third-person movement with WASD/arrow keys, sprint with Shift, jump with Space, and mouse/pointer click for a cutlass attack. The avatar starts in Slop Village with a Tidebreaker Cutlass, level 3, 120 XP toward 220, 325 SLOP COINS, 100/100 health, and 100/100 energy. A click attack finds the nearest living enemy within 6 units, cycles a four-step combo counter, plays a sword animation, creates a brief glowing cutlass arc when out of range/for feedback, and deals 30 + 2 per level damage. Make close-range attacks produce expanding impact rings and short toast messages such as damage numbers. Place three ordinary bone raiders around the village/east route and one “The Slop King” boss at Skull Cove: two bone raiders near approximately (13,2) and (17,-5), one near the cove around (44,-9), and the boss around (61,-13), using the world’s x/z coordinates only as layout guidance. Ordinary raiders have 70 HP, slowly chase the player when within 16 units, punch when within 2.3 units for 6 damage every 1.4 seconds, and award 35 coins and 35 XP when defeated. The Slop King has 420 HP, is scaled much larger, approaches within 22 units at a slower pace, attacks within 7 units for 14 damage every 2.2 seconds, uses sword animation and red impact feedback, and awards 500 coins and 220 XP on defeat. Display a boss HUD bar labeled THE SLOP KING only when the player is within 30 units; use a dark purple track and pink/orange health fill. Dead enemies play a death animation and no longer act. Leveling happens when XP reaches the current threshold: carry over XP, increase the next threshold by multiplying by 1.18, raise max health by 8 and max energy by 4, refill both, and show a level-up toast. Implement the active quest “Bone Bounty” in a left-side glass panel: “Defeat bone raiders near Slop Village,” progress 0/6 through 6/6, reward 250 coins + XP. Defeating non-boss raiders increments it; pressing E near the center of Slop Village while the quest is incomplete immediately completes the objective, awards 250 coins and 140 XP, and displays “QUEST COMPLETE — BONE BOUNTY +250.” Pressing E near the chest at Skull Cove awards 300 coins and 180 XP with a “TREASURE FOUND +300 COINS” toast. Do not create a separate inventory or dialogue system beyond these interactions. Add three powers bound to keys 1, 2, and 3, shown as bottom-center glass slots labeled “1 SLIME POWER,” “2 STORM POWER,” and “3 VOID POWER.” Each power costs 18 energy and has cooldowns of 3, 5, and 7 seconds respectively; show a dark translucent cooldown overlay with the remaining seconds. Energy regenerates at 7 per second up to max. SLIME creates a bright translucent/emissive green slime sphere burst at the player and damages the nearest enemy within 10 units for 65 + 2×Slime mastery (starting Slime mastery 12). STORM creates a vertical pale-blue glowing lightning bolt at the nearest enemy, or in front of the player if there is no target, and damages a target within 8 units for 85 + 3×Storm mastery (starting Storm mastery 3). VOID teleports the player 8 units forward along z, creates a purple glowing rift ring, and damages a nearby enemy within 7 units for 110 + 5×Void mastery (starting Void mastery 0). Give these effects short expanding/fading lifetimes and vivid green, blue, and purple emissive materials. Allow R near the starter sloop (within 12 units) to toggle between ON FOOT and SAILING, with toast messages “ALL ABOARD — SLOOP READY” and “BACK ON THE BEACH.” In sailing mode the ship follows/lerps toward the player at water level; there is no separate cannon, wind, or boat combat system. Disable attacks and powers while in ship mode. The player can otherwise explore the islands and ocean freely. Use a fixed responsive HUD styled like a dark navy sci-fi/pirate glass interface: top-left rounded brand panel “SLOP PIRATES” in bold spaced cyan letters; top-right status card showing “LV 3 · 325 SLOP COINS,” a pink/orange health bar, blue/cyan energy bar, and “Tidebreaker Cutlass · ON FOOT” or “SAILING.” Put the quest card below left. Put the boss bar centered near the top when applicable, and a small upper-right location badge reading “SLOP VILLAGE · SEA 1.” Add bottom-left buttons STATS, ITEMS, SHOP: STATS shows a toast like “LV 3 · POWER 12 · DEFENSE READY”; ITEMS shows “TIDEBREAKER CUTLASS · SLIME POWER · STARTER SLOOP”; SHOP costs 150 coins and, if affordable, grants +12 max health and refills health with “SHOP: IRON RATIONS +12 MAX HP,” otherwise says “SHOP: NEED 150 SLOP COINS.” Add a lower-right tips card reading “WASD / arrows move · Shift sprint · Space jump · E interact · 1–3 powers · click attack.” On mobile, show a circular JUMP button near the lower-right and keep the compact responsive HUD. Overall visual style: polished low-poly Quaternius-like pirate assets, vivid tropical ocean/island palette, cyan sky and fog, tan sand, saturated green grass, glowing cyan interface text, rounded translucent navy panels, and warm gold/orange highlights. Include smooth animated idle/walk/run/sword/punch/death animations, camera-follow movement, ambient water bobbing, enemy chase behavior, toast notifications, glowing impact rings, and soft lighting/shadows, while keeping the game playable directly from the title screen.