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Arcade › Spin Thief

Spin Thief

  • 3d
  • arcade
  • arena
  • survival
  • top-down
  • neon
  • action
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. Mike Lefebvre built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Spin Thief yet. Play it, then tell Mike Lefebvre what you would add next.

Make your own game

Spin Thief was built by Mike Lefebvre 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 Spin Thief 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 Spin Thief

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 minimalist neon 3D top-down-ish arcade arena game titled “Spin Thief.” Use a dark navy circular arena floor about 18 world units in radius, viewed with a perspective camera from above and slightly behind the player (roughly at height 16 and distance 18), with a blue glowing ring around the arena boundary and subtle dark fog. Allow the camera to orbit with mouse drag using an orbit-style camera, with damping, no panning, and zoom limits; keep the camera target smoothly following the player.

The player is a glowing light-blue/cyan capsule centered in the arena. Start with size 1.0, 0 coins, and spinPower 0. Scale the capsule uniformly as size grows. Move with WASD or arrow keys, relative to the camera heading, using acceleration, friction, a maximum movement speed around 7.5, and clamp the player inside the circular arena. The player should bob/float slightly above the ground and cast a shadow.

Scatter bright metallic gold coin discs across the floor. Start with 18 randomly distributed coins, then maintain roughly 18 plus two per current wave by spawning more when the count is low. Coins should hover/bob very slightly and rotate. When the player touches a coin, remove it and increase coins by 1, size by 0.1, and spinPower by 10, with a short bright synth pickup blip. The player’s enlarged size should make its collision radius larger.

Add red glowing spherical enemies, initially 4, randomly placed in the arena. Each enemy starts with a hidden/internal stash of 10 to 19 coins and moves directly toward the player at a speed between about 2.2 and 4.0. Give them a subtle vertical wobble and shadows. When an enemy touches the player while the player is not attacking, periodically damage the player by removing 1 coin if any are available, play a low hit sound, and shove the player slightly away. There is no implemented win screen or formal game-over screen: this is an ongoing score/survival loop, and R resets the run.

Implement the spin attack as a short active radial hitbox around the player. Left mouse button starts a counterclockwise/left spin; right mouse button starts a clockwise/right spin. Prevent attacks during a short cooldown: active time about 0.22 seconds and cooldown about 0.35 seconds. During the attack, rapidly rotate the capsule in the selected direction and show a translucent cyan glowing ring on the ground around the player representing the hitbox. The hitbox radius should grow with player size and slightly with spinPower, approximately (1.35 + 0.18*sqrt(spinPower/10))*size. While active, if the ring touches an enemy and that enemy is not on its brief per-hit cooldown, steal up to 5 coins from its stash, immediately add that amount to the player’s coin count, and spawn that many physical gold coins with random jitter around the enemy. Play a metallic hit sound, apply knockback, and allow the enemy to be defeated and removed when its stash reaches zero. The spawned coins remain collectible and cause the normal size and spinPower increases when picked up. The spin ring should fade in during attacks and fade out afterward.

Track waves with a wave counter starting at 1. Every 20 seconds, increase the wave by 1 and spawn two additional red enemies. Keep the arena populated with coins as described above. Press R at any time to clear all coins and enemies and reset player size, spinPower, coins, position, attack state, wave, and timer to their initial values, then respawn the starting coins and enemies.

Show a translucent dark rounded HUD panel in the upper-left corner with large light-gray text and four rows: “Coins” with the current integer coin count, “SpinPower” with the current integer spinPower, “Size” with size formatted to one decimal place, and “Wave” with the current integer wave. Under the stats, display the controls hint: “WASD move • Left/Right click spin attack • R restart” (it may wrap onto two lines). Use a clean, sparse presentation with no additional menus or invented UI. The visual style should be simple Three.js-like geometry with soft shadows, emissive materials, dark blue-black background, blue arena outline, cyan player, gold coins, and red enemies. Include simple synthesized triangle/metallic blip sounds for attacks, coin pickups, enemy hits, and enemy defeat, activated after the first user interaction.

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