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Arcade › Soul Reaper
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daemon Bray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Soul Reaper yet. Play it, then tell Daemon Bray what you would add next.
Soul Reaper was built by Daemon Bray 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 Soul Reaper 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 playable Three.js low-poly horror action arena titled “Soul Reaper.” Use a fixed, elevated third-person follow camera: perspective camera around 55° FOV, positioned approximately 13 units above and 14 units behind the player, smoothly following and looking toward the killer. The game takes place at a dark haunted four-way road intersection on a 72x72 nearly black ground plane, with a cracked four-way street prop in the center, an ominous dark red soul-bank altar at the intersection, red glowing street lamps at the four corners, dead trees around the perimeter, broken fences forming the boundary, a blood stain on the ground, cold moonlight, red point lights, low fog, and dark atmospheric colors. Use Quaternius-style low-poly zombie-apocalypse assets if available: a Matt single-weapon character for the player, basic zombie characters for targets, a knife, Street_4Way, StreetLights, DeadTree, Fence_Center, Blood_1, and Ghost. Enable shadows and use a cold blue-gray moon hemisphere/directional light contrasted with crimson lamp and blade lighting; add faint circular fog patches on the ground. The player is a cursed killer in the center, represented by a low-poly humanoid with a visible long knife. Start with an overlay covering the game: large pale pink/white spaced title “SOUL REAPER,” explanatory text saying the player is the cursed killer and that the long knife feeds on souls, with souls becoming money and extending the blade toward a sword, and a rounded red “BEGIN HUNT” button. Clicking the button, pressing Enter, or pressing Space starts the hunt and removes the overlay. Once started, show a translucent dark HUD with red borders: top-left branding “SOUL REAPER” and “Hunt, collect souls, grow the cursed blade.”, a SHOP button, and a stats panel showing “Souls: $[amount],” the equipped weapon, and the spin/vampire status. Show temporary centered message panels for events such as taking a soul, swinging, buying upgrades, or awakening vampire form. Core loop: spawn 8 fleeing zombie targets at random points 11–22 units from the center. They use walking/running animations and continuously move away from the player, with mild orbiting/wobble; they move more quickly when within 9 units. Keep them inside roughly a 27-unit radius. When a target is reaped, play its death animation, hide it after a short delay, then respawn it at a random point 14–24 units away after 2.5 seconds, so the hunt continues indefinitely. Each target killed grants exactly 1 soul-dollar, increments total souls and targets banished, recalculates the blade length, and creates a briefly visible floating pink emissive faceted soul at the death position. Also create a small spectral ghost coin/ghost object at the death position; these banked soul ghosts remain and orbit the player at varying radii around 1.3–2.4 units, bobbing vertically, visually representing currency. Controls: on desktop, WASD or arrow keys move, with the player model and weapon facing the movement direction; Space attacks, Q performs a circular spin attack, E toggles the Soul Shop, and a left mouse click raycasts to the clicked ground location, turns the killer toward that point, and attacks. On touch devices, show a left virtual joystick, a large red circular SLASH button at bottom-right, a purple SPIN button beside it, and retain the SHOP button. Make interactive HUD controls pointer-enabled and touch-safe. Clamp player movement to x/z coordinates from -25 to 25. The player’s base movement speed is 7.2, increased by upgrades, weapon modifiers, and vampire form. Normal attack: it has a short 0.24-second active swing and a cooldown beginning around 0.46 seconds, reduced by Wide Reap and weapon modifiers but never below 0.16 seconds. Determine hits by distance and a forward-facing arc: baseline reach is 1.55 plus 0.72 times the current blade length, plus Serrated Edge and weapon reach bonuses; vampire form adds 0.75 reach. A target is hit only when within reach and inside the forward arc. Use the player’s idle, run/stab, stab, or slash animations as appropriate. Make the cursed blade a bright emissive procedural low-poly blade that starts short and grows with souls, with attack pulsing and glowing. The blade length should be capped around 6.2 and calculated as 1 + totalSouls*0.18 + Serrated Edge level*0.42. As it grows beyond roughly 2.2–2.4, use a broader slash animation and wider basic arc. Spin attack: Q or SPIN starts a 0.62-second rotating attack, turns the player rapidly through a full rotation, displays a glowing emissive ring on the ground, and damages every living target within a radius larger than the normal reach (reach + 1.25 + Wide Reap*0.35). Its cooldown is around 2.25 seconds, shortened by Wide Reap and weapon modifiers, reduced further during vampire form but never below about 0.95 seconds. Visually rotate the killer and ring during the attack, using crimson or the equipped weapon’s glow color. Vampire mechanic: track the absolute amount the player turns while moving. If the player quickly completes nearly a full 360-degree turn before the turn timer expires, awaken temporary vampire form. Show the message “VAMPIRE FORM AWAKENED — speed and reach boosted!”, add dark red-black flapping wings behind the killer, boost speed by 2.1 and normal reach by 0.75, intensify the blade glow, and tint the blade crimson. Vampire form lasts 10 seconds normally, or 16 seconds with Vampire Fang equipped, then fades with a message. Spin attacks should also be faster/more powerful during this state. Include an E/SHOP panel titled “SOUL SHOP” with the text that souls are spent as money and upgrades stack. Provide three repeatable upgrades with displayed levels and costs: Serrated Edge, starting at $4 and increasing by $4, maximum level 6, lengthening reach and brightening the cursed blade; Blood Rush, starting at $3 and increasing by $3, maximum level 5, increasing speed by 0.72 per level; and Wide Reap, starting at $5 and increasing by $5, maximum level 4, widening the attack arc by 0.16 per level and reducing normal cooldown by 0.045 per level and spin cooldown by 0.18 per level. Disable purchase buttons when unaffordable or maxed. Also provide weapons: Soul Sword, free and always owned, balanced pale emissive cursed blade; Bone Scythe, costs0, with a large sweeping reach/arc bonus and pale bone head; Blood Katana, costs6, with faster attacks, a small reach/arc bonus, and better chase speed; Vampire Fang, costs4, with an icy/pale fang-like tip and longer vampire duration. Purchasable weapons are unlocked permanently when bought and can then be equipped. Visually hide the original knife when a procedural weapon is active; show the procedural blade, and show the scythe head or fang tip only for those weapons. Use weapon-specific pale, bone-purple, red, or violet emissive colors. Use a dark, restrained low-poly horror presentation rather than a busy interface: black/purple environment, pale pink text, crimson borders and lights, emissive pink soul particles, and violet/red weapon effects. Keep the game running continuously after the hunt starts, with no invented win condition or game-over screen. Expose a game state interface equivalent to window.getGameState() containing started, souls, bladeLength, targetsBanished, attack and spin cooldown/timer values, totalSouls, upgrade levels, equipped/unlocked weapons, vampire state/timer, spin charge, shop state, player position/yaw/speed, victim states/positions, and paused; provide a corresponding state patch function for setting these values.More free browser games