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Starbed Beasts

  • 3d
  • arcade
  • action
  • arena
  • bed-wars
  • space
  • creature-battle
  • mobile-friendly
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. Yahya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbed Beasts yet. Play it, then tell Yahya what you would add next.

Make your own game

Starbed Beasts was built by Yahya 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 Starbed Beasts 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 Starbed Beasts

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-playable 3D arcade arena game titled “Starbed Beasts,” set in dark outer space with floating octagonal islands, bridges, stars, and small asteroid chunks. Use a third-person elevated perspective: the camera follows behind and above the player, smoothly looking toward the player and slightly toward the enemy side. The scene should have a deep navy background and fog, bright cyan and magenta crystal beds, blue and red team colors, soft shadows, glowing projectiles, and a polished cartoon-like space-monster presentation. Use original/CC0-style creature models rather than copyrighted characters; suitable models are a cute alien, dragon, bee, and cactus with idle, walking/flying, and attack animations.

Start on a “Starting Room” overlay panel centered over the 3D scene. Show the title, this description: “A legal creature-battle twist on bed wars: pick a space beast, choose a team size, protect your crystal bed, and smash the enemy bed before your 3 lives run out.” Provide four large selectable beast buttons in a two-column responsive grid: “Nova Alien” with “Plasma Burst,” “Comet Dragon” with “Fire Dash,” “Astro Bee” with “Stinger Shot,” and “Meteor Cactus” with “Spike Ring.” The selected beast is green; other choices are dark blue. Below it provide match buttons: “Start 1v1,” “Start 9v9,” “Start 20v20,” and a visibly dimmed/locked “Torment — Champion only.” The room also explains: WASD/arrow keys move, Space or Attack uses the beast power, break the red bed, defend the blue bed, and knock rival beasts off the islands.

When a match begins, build three floating playable platforms aligned from south to north: a large blue player island centered around z=-8, a smaller dark central island at z=0, and a large red enemy island at z=8. Connect them with two narrow straight bridges. Each island is an octagonal cylinder with a translucent glowing rim and a raised crystal at its center: cyan/blue on the player island and pink/magenta on the enemy island. Place the player beast at the south end and rival beasts around the enemy island. Rival count is exactly 1 for 1v1, 9 for 9v9, 20 for 20v20, and 14 for Torment. The available modes have enemy bed health and victory XP values: 1v1 = 100 bed HP and 45 XP, 9v9 = 220 and 130 XP, 20v20 = 400 and 320 XP, Torment = 520 and 600 XP. Torment should only start at Champion rank or higher.

The player has 3 lives, 100 HP, and a blue bed with 100 health. Move with WASD or arrow keys, and also provide a mobile on-screen D-pad with up/left/down/right buttons. Provide a large circular Attack button on the lower right; Space triggers the same attack. Movement should be continuous, with the player model rotating toward movement and switching between idle and walk/flying animations. The player can traverse islands and bridges; stepping outside their walkable areas counts as falling into space and costs one life, resets HP to 100, and respawns them at the blue island. Taking enough damage from rival projectiles also costs a life and respawns them. If all lives are lost, defeat the player.

Implement the four distinct powers with a short cooldown of about half a second and visible glowing spherical projectiles: Nova Alien fires a forward cyan Plasma Burst (damage 18, speed 18); Astro Bee fires a faster, smaller forward yellow Stinger Shot (damage 22, speed 26); Comet Dragon performs a short forward movement/dash and launches an orange Fire Dash projectile (damage 24, speed 22); Meteor Cactus emits ten green Spike Ring projectiles evenly in all directions (damage 13, speed 12). Attacks should play the chosen creature’s attack animation and show a brief message naming the power. Player projectiles damage rival beasts and also damage the enemy crystal bed when they reach it. Defeated rivals disappear and grant +8 XP with a small burst of particles. Rival beasts pursue the player or the blue bed and periodically fire red/pink projectiles; normal rival projectiles do 10 damage, while Torment rivals do 16 and move faster. Rivals near the blue bed continuously damage it; if the blue bed reaches zero, the player loses.

Show a fixed HUD over the 3D scene using translucent dark rounded pills along the top: rank and XP, current mode (or “Starting Room”), lives and current HP, and in a match the enemy bed percentage plus blue bed percentage. Begin at rank Noob with XP 0. Progress ranks at XP thresholds: Noob 0, Pro 120, Master 360, Champion 800, God 1500. A match victory grants the mode’s XP plus a bonus based on remaining blue-bed health and lives, increments wins, and displays a victory message including the reward and new rank. Defeat grants +20 effort XP and displays the reason. At the bottom show temporary centered messages such as match start, power use, rival defeat, falling/respawning, victory, or defeat. During matches, include “Room” and “New” buttons: Room returns to the starting room, while New restarts the current mode. On ending a match, return to the central panel with the result/message and allow another match or returning to the room.

Add simple particle bursts for hits, defeats, bed impacts, and respawns. The space backdrop should include many tiny white stars, subtle fog, and floating rock chunks. Use responsive HTML/CSS so the overlay works on desktop and mobile, with large touch targets, rounded buttons, a dark navy translucent panel, bright white headings, pale blue explanatory text, green selected state, blue mode buttons, and pink Attack control. Keep the design faithful to a legal original creature-battle/bed-wars slice, with no Pokémon names or models.

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