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Arcade › Star Scrappers
Click the game above and it runs right here in your browser. No download, no installer, no account needed. royal_0523 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Star Scrappers yet. Play it, then tell royal_0523 what you would add next.
Star Scrappers was built by royal_0523 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 Star Scrappers 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 top-down arena shooter/brawler titled “Star Scrappers.” Use a small square 42-by-42 grassy arena viewed by a perspective camera from high above and slightly behind the player, with the camera smoothly following the player. The world should have a bright sky-blue background with light fog, soft shadows, warm directional sunlight, and a saturated light-green ground. Surround the arena with low green-brown boundary walls. Scatter pale translucent circular grass/ground decals across the floor. Place fixed cover/props around the arena: three wooden crates (roughly at left-center, right-center, and upper-center), two leafy green bushes, and three gray rocks. Use simple colorful low-poly 3D character models: the player is a small stylized humanoid with a bright cyan/blue glowing ring at its feet, while enemies are similar humanoids with pink/red rings. Each character has a white cone/arrow indicator pointing in its facing/aim direction. If external assets are available, use a low-poly Cube World male character, crate, bush, and rock models; otherwise use recognizable low-poly substitutes. Enable cast and receive shadows and a soft, toy-like original art style. Core loop: control the blue-ringed player, move around the arena, shoot every enemy bot, clear the current wave, then after a short pause spawn the next wave with more enemies. Begin at Wave 1 with 3 enemies (wave enemy count is 2 plus wave number). Spawn enemies around the arena perimeter/corners. Enemies have pink rings, chase the player, orbit/tangent around the player when within about 9 units, and shoot at the player when within 20 units. Enemy health starts at 38 plus 8 per wave, enemy movement speed is about 5.4 plus a small wave increase, and enemy shots fire roughly every 1.15 seconds with later waves slightly reducing the interval. The player has 100 maximum HP, player shots deal 18 damage, enemy shots deal 12 plus up to 8 based on wave, and each enemy defeated awards 10 score. When the player damages enemies, restore 35% of damage dealt as lifesteal, capped at maximum HP. Enemy and player projectiles are small glowing spheres: cyan for player shots and pink/red for enemy shots. Projectiles travel quickly in straight lines, disappear after about 1.4 seconds or on arena boundaries, obstacles, or targets. Desktop controls: WASD or arrow keys move, mouse aims at the ground, and hold the left mouse button or Space to fire continuously. Press Shift to dash. Implement a dash cooldown of about 2.6 seconds and make the player move at roughly 22 speed for 0.18 seconds while dashing. Keep the player and enemies inside the arena and prevent them from overlapping props or one another. On touch/coarse-pointer devices, show a large translucent virtual joystick at bottom-left for movement, a large orange/yellow circular FIRE button at bottom-right for holding to shoot, and a smaller blue circular DASH button beside it. While the mobile joystick is active, FIRE should automatically aim at the nearest living enemy. The same auto-aim behavior should apply on coarse-pointer devices. Release buttons cleanly and support pointer/touch input. Build a glassy dark translucent HUD overlay. At the upper-left show “Score [number] · Wave [number]”, “HP [current] / 100 · Lifesteal 35%”, and a horizontal rounded health bar that transitions from green at high health to yellow/orange and then red at low health. Include desktop instructions “WASD / arrows to move · mouse to aim · click or Space to fire.” At upper-right show contextual messages such as the opening arena-brawler instruction, “You got tagged — dash out or keep pressure on.” after damage, “Enemies left [number] — hold FIRE on mobile for auto-aim.” during combat, “Wave clear — catch your breath.” between waves, and “Wave [number] started — more bots incoming.” when a wave begins. On mobile, show the hint “Drag left pad to move — hold FIRE to auto-aim” above the action buttons. When HP reaches zero, play a death state, stop gameplay, display “Busted. Press R to restart.” and a run-over message with the final score; pressing R resets to Wave 1, score 0, full HP, and the initial player position. Keep the camera and HUD readable on both desktop and portrait mobile screens.