Arcade › Spudless
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NOOTBEEECH built it with Cinevva, so it works on a phone or a tablet too.
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Spudless was built by NOOTBEEECH 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 Spudless 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 browser-based 3D arena survival game titled “Spudless.” Use Three.js with a dark blue-gray background and fog, a high third-person perspective camera that follows the player from above and behind (camera around 14 units high and 9 units behind, looking at the player), and a square 36-by-36 green-gray arena enclosed by four low dark blue-gray border walls. Add scattered darker polygonal patches on the ground for visual variation. Use directional warm sunlight plus cool hemisphere lighting, shadows, ACES-style tone mapping, and a clean low-poly/cartoon look using animated GLB characters: a modular adventurer as the player, a green demon, a flying bat, and a large cyclops as enemies. The player starts in the center with 100 HP and one automatically firing Pistol. There is no manual attack button: the gun independently targets the nearest living enemy within its range and fires while the game is active. The player can move with WASD or arrow keys; on touch devices, dragging anywhere on the canvas acts as a virtual movement joystick. Normalize movement so diagonal motion is not faster, keep the player inside the arena, and make the default movement speed 6. When an enemy is nearby, turn the player toward the nearest threat and use gun/ shooting animations; otherwise use idle or running animations. Run timed survival waves. Wave 1 lasts 20 seconds; after advancing, later waves last 20 + wave*2 seconds. Enemies spawn around the arena edge, move directly toward the player, and damage the player continuously when within contact distance. Keep at most 40 enemies active. Spawn interval is max(0.25, 1.1 - wave*0.12), so later waves become denser. Use these enemy definitions: Green Demon has 25 base HP, speed 2.2, and damage 8; Bat has 14 HP, speed 3.6, damage 5, and floats at y=0.8; Cyclops has 90 HP, speed 1.4, damage 16, and is scaled to 1.7. Enemy HP scales by 25% per wave after wave 1. Introduce bats from wave 2, and cyclops from wave 3; otherwise spawn demons. Use walk/flying/death animations and leave defeated enemies briefly in their death animation before removing them. Implement the weapons exactly as upgradeable independent auto-fire weapons. Pistol: 12 damage, 2.5 shots/sec, range 15, one yellow glowing projectile. SMG: 5 damage, 6 shots/sec, range 11, one cyan glowing projectile with slight spread. Shotgun: 7 damage per pellet, 1.2 shots/sec, range 9, three orange glowing pellets with a wider spread. Projectiles travel forward at 16 units/sec, expire after 1.5 seconds, and damage the first enemy they hit. Each weapon fires independently and aims at the nearest enemy within that weapon’s range. Use small glowing spherical bullets and green glowing octahedron shards as pickups. Defeated normal enemies drop one green shard; cyclops drop three. Shards bob and rotate, can be collected within a default 2.5-unit pickup radius, and magnetically move toward the player when close. Each collected shard adds one material/currency. When a wave timer ends, pause the action and open a full-screen dark translucent SHOP overlay. Show four randomly selected upgrade cards, the current shard count, and the weapon count out of a maximum of four. The player can buy any affordable card, mark it SOLD, and continue shopping, or reroll the four choices. Reroll initially costs 4 + wave*2 shards and increases by 3 after each reroll. Prices scale by round(base price * (1 + (wave-1)*0.18)). Include these shop options and effects: Pistol, 25 shards, adds another pistol; SMG, 35, adds an SMG; Shotgun, 40, adds a shotgun; Sharper Rounds, 18, +20% damage; Trigger Happy, 16, +15% fire rate; Fresh Legs, 14, +10% move speed; Thick Skin, 15, +20 maximum HP and heals that amount; Magnet Hands, 12, +50% pickup range; Plating, 20, +3 armor; Leafy Snack, 22, +1 HP per second regeneration; Medkit, 10, heals to full. Weapon purchases are unavailable after reaching four weapons. Provide a NEXT WAVE button that closes the shop, increments the wave, resets the timer to 20 + wave*2, and resumes play. Enemy contact damage is reduced by armor using the factor 15/(15+armor). Allow regeneration while alive. If HP reaches zero, stop the game, play the player death animation, and show a dark full-screen overlay reading “YOU GOT MASHED,” followed by “Wave X · Y kills · Z shards” and a TRY AGAIN button that fully resets the arena, player stats, weapons, currency, wave, and enemies. Build the HUD as fixed HTML over the canvas. At the top-left show a red HP bar, green/dark translucent background with a subtle border, then a diamond shard count, the current “Wave N” label, and a small list of owned weapon labels separated by middle dots. Center the wave countdown timer at the top in large bold type. Use a system sans-serif font, white text, dark translucent panels, blue rounded buttons, and responsive sizing. On the initial screen, show a centered dark overlay with the large letter-spaced title “SPUDLESS,” the text “Survive the waves. Your gun fires on its own — just keep moving. Grab the green shards, pick an upgrade after every wave.”, a second instruction line “WASD / arrows to move · on phone, drag anywhere,” and a blue START button. The game should be playable on desktop and mobile, with buttons touch-friendly and no scrolling.