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Arcade › Spell Pit
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Remix Spell Pit 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 browser-based 3D top-down arena combat game titled “Spell Pit.” Use Three.js with a perspective camera looking down from above and slightly behind the player, showing a circular dark-purple arena from an isometric/top-down view. The arena has a large charcoal-blue circular floor, a darker purple circular disc at the center, a glowing violet boundary ring near the outer edge, eight irregular low stone pillars spaced around the arena, a ring of trees at the perimeter, and a ring of glowing crystals around the middle. Use soft shadows, atmospheric fog, cool midnight lighting, and a stylized low-poly fantasy look. Load a low-poly wizard character model for the player and rivals when available; otherwise use a simple capsule-like colored robe, dark pointed cone hat, and glowing circular aura on the ground. The player is a purple-aura mage at the arena center and fights six rival mage bots. Rival mages are distinct bright colors and move autonomously: approach the player if farther than 8 units, retreat if closer than 4.5, strafe/orbit at midrange, and cast at the player when within 18 units. Keep all actors inside the circular boundary, with a visible ground shadow and animated Idle/Run/Spell/Death actions if character animations exist. Core gameplay: the player moves freely in the arena using WASD or arrow keys, or a touch joystick through a top-down control scheme. Holding the Cast button or holding Space automatically targets the nearest living rival and fires whenever the spell cooldown permits. Projectiles travel in the aimed direction and collide with other living actors, excluding their owner. On a hit, subtract damage, create a colored burst of particles, and potentially apply a spell effect. Defeated actors disappear and respawn after 4.5 seconds at a random location 8–18 units from the center with full 100 HP; the player also respawns, so there is no game-over state. At the start and after each player respawn, give the player a randomly selected spell, and allow the player to reroll to a different spell by pressing R or the Roll button, costing 3 killpoints. The four possible spells must be exactly: Fireball (orange, 18 base damage, 15 speed, 0.72-second cooldown, small 2.1-unit splash dealing half damage); Frost Lance (light blue, 12 damage, 23 speed, 0.42-second cooldown, slows the target for 1.45 seconds); Arc Burst (lavender, 8 damage per shot, 18 speed, 0.54-second cooldown, fires three projectiles in a narrow spread); and Venom Orb (green, 10 damage, 14 speed, 0.58-second cooldown, applies poison that ticks for 8 damage about every 0.35 seconds for 2.3 seconds). Projectiles should be glowing colored spheres with sizes matching their spell. All spells level independently for the currently equipped spell: each hit grants 1 spell XP and each player kill grants 2 more. Begin at level 1 with a 4-XP threshold; on leveling, increase damage by 18% per level, projectile speed by 4%, radius by 3%, splash by 6%, and reduce cooldown by 7% per level down to a 46% minimum multiplier. Display level-up bursts and toast notifications. When any actor reaches zero HP, mark it downed, hide it, and count a kill for the attacker. Player kills grant one killpoint and show a toast such as “+1 killpoint — N total.” Minimum damage from a hit should be 2. The player has 100 maximum HP, and when damaged should show a brief red screen flash. Enter danger mode when HP is below 35% or after serious damage; danger mode lasts briefly after damage, changes the HUD warning, and crossfades the music from calm ambient chords/bells to a more intense bass/lead layer. Use Tone.js audio that begins on the first keyboard or pointer interaction; calm music should be a slow loop, while danger music uses stronger low bass and tense lead tones. Build a glassy dark HUD over the game. At the top, show a “MAGE” status card with “HP 100 / 100,” a Killpoints counter, a horizontal red-to-orange health bar, and a danger status message that changes between calm and danger text. Beside it show a “SPELL” card with the current spell name, level (“Lv 1” initially), a short spell description, computed damage and cooldown, and a purple XP progress bar. On smaller screens stack the cards vertically. Along the bottom, show a translucent instructional panel explaining movement, Cast/Space, and Roll/R/3 killpoints, plus two large circular gradient action buttons: orange Roll (3 KP) and purple Cast (Hold). Make buttons touch-friendly, support pointer press-and-hold casting, and prevent scrolling/selection. Show compact toast messages centered near the top for spell rerolls, level-ups, respawns, and kills. Include a brief red radial flash overlay when the player takes damage. Use the exact visual language from the reference: dark navy/purple background, rounded translucent black panels with thin pale borders and blur, white text with muted blue-gray labels, purple accent bars, colorful glowing spherical spells, and particle bursts on impact. Keep the camera and arena readable behind the HUD, preserve responsive full-screen canvas behavior, and expose no menus, pause screen, or victory screen; the match continuously runs with six bots and respawns.