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Arcade › Crimson Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Juakita Sivels built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crimson Maze yet. Play it, then tell Juakita Sivels what you would add next.
Crimson Maze was built by Juakita Sivels 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 Crimson Maze 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-style 3D wave-survival arena shooter titled “Sprout Siege.” Use a stylized low-poly backyard garden aesthetic with simple geometric models, bright saturated colors, soft outdoor lighting, fog, and strong soft shadows. The camera should be a high third-person/top-down follow camera: perspective view from above and behind the player, smoothly following the player around a circular arena, with the ground visible across most of the screen. Build a circular lawn platform about 28 units in radius, with a raised grassy outer base, a brown dirt ring around its edge, a broad tan/brown ring-shaped path, and a small darker-green circular patch in the center. Scatter many small angular grass tufts across the lawn and roughly ten large yellow flower decorations around the perimeter. Keep the setting as an original garden battle and do not use recognizable branded characters or assets. The player is a cute stylized pea-flower defender at the center: a green stem, two broad green leaves, a round brown-green flower head, two white eyes with dark pupils, and a large horizontal green tubular muzzle extending from its head. The player can move freely within the circular arena and faces the aim direction. On desktop, move with WASD, aim at the ground with the mouse cursor, and hold the left mouse button or Space to continuously fire. Each shot launches a small glowing lime-green spherical pea from the muzzle in the horizontal aim direction, with a short fire cooldown and unlimited ammunition. On touch/mobile layouts, show a large virtual joystick at lower left for movement and a large orange/yellow circular FIRE button at lower right; holding FIRE automatically aims toward the nearest enemy and shoots continuously. The objective is to survive an endless sequence of enemy waves. At the start, show a centered dark translucent rounded title card with the large lime title “SPROUT SIEGE,” explanatory copy about holding the lawn against compost creeps, and Start Match/Restart controls along the bottom. Once started, spawn six enemies for wave 1 from random positions around the outer edge of the arena, then spawn later waves with increasing enemy counts (six plus two times the wave number). Enemies continuously walk directly toward the player, bob slightly as they walk, and damage the player when they get very close, then disappear. When all enemies in a wave are defeated, wait briefly and begin the next wave. Use three enemy types with simple blocky humanoid geometry: a basic Walker with green skin, blue shirt, brown pants, white eyes, speed about 3.45 and 3 health dealing 12 contact damage; a tougher Cone enemy with the same body, an orange cone on its head, speed about 3.1 and 4 health dealing 12 damage; and a slow large Brute with enlarged torso/head, speed about 2.25 and 7 health dealing 22 damage. Cone enemies begin appearing from wave 2, and Brutes begin appearing from wave 4. Award 12 points for Walkers, 20 for Cones, and 35 for Brutes. Peas deal one damage and disappear on impact; show a brief green impact splat and a brown defeat splat on the ground. Enemies have a chance to drop a collectible sun pickup when defeated. Make it a floating yellow orb with a yellow ring/glow that bobs and rotates above the ground and expires after a short time. When the player touches it, restore 18 health up to a maximum of 100 and add 5 score, with a visible “+18 health” toast. The player starts at 100 health. If health reaches zero, stop the match and display a centered dark card reading “ROOTED,” explaining that the patch was overrun on the current wave and showing the score, while allowing Restart to begin again. Add a fixed HUD over the scene using dark semi-transparent rounded chips with subtle green borders and shadows in the upper left. Show HEALTH, SCORE, WAVE, and SEEDS; display current health, score, current wave, and an infinity symbol for seeds during play (use a dash when inactive/game over). At upper right show a dark rounded instruction panel: on desktop “Move with WASD. Aim with mouse. Hold mouse or Space to fire.” and on touch “Left stick moves. Hold FIRE to auto-aim the nearest compost creep.” Show temporary rounded yellow notification toasts near the top center for wave starts and damage/pickup messages. Include Start Match, Restart, and Credits buttons at the bottom center. Credits should open a dark overlay card describing the original prototype, Three.js stylized low-poly rendering, and Tone.js synth-based shooting, hit, damage, pickup, wave, game-over, and background sounds, with a Close button. Use responsive HTML/CSS UI: translucent dark green panels, lime-green headings and primary buttons, yellow secondary buttons, rounded pill styling, and mobile-safe-area positioning. Add simple synthesized audio: a light triangle-like shot sound, impact sounds, pickup chime, damage sound, wave-start sting, game-over sting, and a quiet repeating synth/bass background groove while the match is active. Include smooth camera follow, player bobbing, projectile rotation, enemy hit flashes, floating pickups, fading ground splats, and responsive resizing. The game should begin in the title-card state, become active only after Start Match or Restart, and preserve the clear, playful garden-defense presentation shown by the HUD and title overlay.