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Star Spin Brawl

  • 3d
  • arena-brawler
  • action
  • boss-fight
  • arcade
  • mascot
  • collectathon
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. Elijah Aparicio built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Spin Brawl yet. Play it, then tell Elijah Aparicio what you would add next.

Make your own game

Star Spin Brawl was built by Elijah Aparicio 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 Spin Brawl 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 Star Spin Brawl

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 3D arena brawler titled “Star Spin Brawl.” Use a stylized, colorful low-poly/procedural mascot aesthetic with Three.js or an equivalent 3D engine. The camera is a high, slightly angled third-person view looking down over a large circular blue platform in a dark navy background, with soft shadows, fog, and bright directional lighting. Keep the camera dynamically centered between the player and rival, with slight screen shake on impacts.

The arena is a flat circular cylinder about 14 units in radius. Around its edge place 32 chunky golden rectangular rim blocks, evenly spaced like a safety boundary. Scatter 18 floating, rotating gold torus rings across the arena in three radial bands; they bob gently above the floor. The player is a cute blue spherical mascot at the left starting side, with a cream belly, three rear spikes, white hands, and red blocky shoes. The rival is a small white capsule-shaped robot at the right starting side, with a dark face panel, glowing cyan eyes, white arms, and cyan feet. Put a pulsing colored torus aura around the bot that changes with boss phase.

Core objective: collect gold rings, spin-attack the rival bot, and survive until the bot reaches zero health. Start the player at approximately (-4, 0, 0), with 6 HP (the HUD may display the rounded current value), and the bot at (4, 0, 0) with 12 HP. The player moves with WASD or arrow keys, including normalized diagonal movement, and is constrained inside the circular arena. Movement should have responsive acceleration/friction. Press Space to perform a brief fast spin attack lasting about 0.38 seconds; while spinning, the player moves faster and can damage the bot on contact, with a short hit cooldown of about 0.42 seconds. A successful spin hit reduces bot HP by 1, or by 2 once the player has collected at least 10 rings, and knocks the bot back with impact sparks. Animate the player with a slight squash/bounce and rotation while moving/spinning. Press Shift to dash in the held movement direction, adding a strong burst of velocity, with roughly a one-second dash cooldown and cyan dash sparks.

Each collected ring disappears, increments the ring score by 1, and slightly restores player health, capped at 8 HP. Show bright particle sparks when collecting rings, hitting the bot, dashing, or taking damage. The bot continuously chases the player, but backs away when the player is spinning nearby. It can damage the player through close contact, with invulnerability frames and knockback; contact damage is stronger during the final phase. The player also takes damage from hazards, and damage should produce colored sparks, brief invulnerability, and subtle camera shake.

Implement three boss phases based on bot health: Phase 1 above 8 HP, Phase 2 at 8 HP or below, and Phase 3 at 4 HP or below. In Phase 1 the bot chases and attacks by contact. On entering Phase 2, show a prominent centered banner “Phase 2!” and a detail that the bot adds bolt shots and moves faster; add one orbiting drone. The bot periodically fires glowing cyan spherical bolts directly toward the player. In Phase 3, show “Phase 3!” with a final-phase warning about shockwaves, faster drones, and harder hits; add two more orbiting drones, increase drone speed, fire bolts more frequently and faster, and periodically emit expanding shockwave torus rings from the bot. Shockwaves expand rapidly across the floor and hurt the player when their expanding edge crosses the player. Use purple/cyan drones: each is a small purple octahedral core with bright cyan horizontal wings, orbiting around the arena perimeter and rotating. Drones damage the player on contact. Phase 3 shockwaves should be yellow; earlier phase aura/hazard colors can be cyan or magenta.

The bot should visibly grow slightly in later phases and flash/scale briefly when hurt. Use gold, cyan, magenta, and yellow particles and emissive materials for hazards. Include a polished HUD over the game: at the upper left, a dark translucent rounded panel reading “Rings 0” (updating score); at the top center, a similar panel reading “You 6 · Bot 12 · Phase 1” with rounded-up current HP; at the upper right, a control hint panel reading “WASD/Arrows Move · Space Spin · Shift Dash.” On startup, display a large centered yellow title “Star Spin Brawl” with the subtitle “Collect rings, spin-hit the rival bot, and don’t get zapped.” Hide the banner after the opening period unless a phase transition occurs. On win, display “Bot defeated!” and “Press R to restart the brawl.” On loss, display “You got zapped!” and the same restart instruction. Press R to reset all positions, HP, score, hazards, rings, phase, and the opening message.

Support mobile play with an on-screen D-pad in the lower left (up, left, down, right arrow buttons) and lower-right SPIN and DASH buttons; hide these touch controls on wide desktop screens. Use dark translucent HUD panels, bold white text, yellow title styling, blue/cyan movement buttons, yellow-orange SPIN button, and magenta-purple DASH button. Ensure the game is interactive rather than a non-playable demo, and expose game state if supported: player and bot positions/HP, score, phase, game-over/win state, remaining rings, and counts of drones, bolts, and shockwaves.

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