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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Batara Hakiim built it with Cinevva, so it works on a phone or a tablet too.
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Starbound Beasts was built by Batara Hakiim 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 Starbound 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.
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.
Rebuild a browser-based 3D creature-battling game titled “Starbound Beasts.” Use Three.js or an equivalent real-time 3D engine with a dark sci-fi presentation: deep navy background/fog, cyan and violet accent lighting, soft shadows, translucent glass-like HUD panels, rounded borders, and bold clean sans-serif typography.
Start on a full-screen starter-selection overlay above the 3D scene. Show the eyebrow text “ORIGINAL CREATURE RPG • 3D BROWSER GAME,” the large two-line title “STARBOUND BEASTS,” and this description: “Choose one starter from three alien lineages, then duel a wild rival in a combo-driven arena. Inspired by creature battlers — with its own creatures, names, and combat loop.” Present three selectable cards in a responsive three-column layout on desktop and a vertical layout on narrow screens:
- LAND — Gravemaw: “Heavy, grounded, and built for chain damage.” Use a bright cyan choose button labeled “Choose Gravemaw.”
- SEA — Tidejaw: “Fluid attacks that refill energy when combos land.” Use a mint/green choose button labeled “Choose Tidejaw.”
- SKY — Veyra: “Fast aerial strikes with the best finisher.” Use a violet choose button labeled “Choose Veyra.”
Each card has a small outlined lineage chip, title, description, and button. Include the instruction text: “Desktop: WASD / arrows move • Space jumps • 1–3 attack chain • Q / E / R abilities. Mobile gets an on-screen stick automatically.”
Behind the menu, create a circular 3D arena: a large dark teal cylindrical floor/disc, a glowing cyan torus ring around the arena, scattered teal/purple faceted crystals around the perimeter, and several upright rounded rock formations inside the ring. Use a perspective camera in a top-down/third-person angle, with fog and lighting consisting of a bright hemisphere light, strong white directional key light with shadows, cyan rim light, and purple point light. The arena should be visible behind the translucent selection panel. Load or otherwise provide three distinct stylized low-poly alien creature models for the starters (land beast, large fish/sea beast, flying/aerial beast), with idle/flying animations where available.
When a starter is clicked or tapped, hide the menu and enter combat. Place the chosen creature near the front of the arena at approximately (0, 0, 5), facing the opponent, and place a Wild Rival land creature near the back at approximately (0, 0, -5), facing the player. The rival is labeled “Wild Rival” and “ARENA BOSS.” Use a controllable top-down movement camera/character controller: WASD or arrow keys move the player, Space jumps, and mobile should receive an on-screen movement stick through the controller. Keep the 3D arena active and animate creature idle/actions.
Overlay the combat HUD without blocking the 3D world. At the top, show two dark translucent status cards: left for the selected creature with its name (Gravemaw, Tidejaw, or Veyra), lineage type (LAND, SEA, or SKY), a cyan/green health bar, and “100 HP • 0 energy”; right aligned for “Wild Rival,” “ARENA BOSS,” a red/orange health bar, and “120 HP.” At the bottom, show a translucent battle log on the left and a 3-by-2 grid of six large colored action buttons on the right (stack vertically or full-width on mobile): “1 • Claw,” “2 • Lunge,” “3 • Burst,” “Q • Ability,” “E • Ability,” and “R • Finisher.” Add a gold “COMBO x0” indicator in the battle log.
Implement the actual combat loop precisely:
- Initial state is player HP 100, enemy HP 120, energy 0, combo 0, and a combo timer of 0. The battle log initially says “Pick a move. Build a combo by attacking before the timer fades.”
- Only allow attacks while in combat and while the rival has HP. Pressing 1 or clicking Claw, 2 or Lunge, or 3 or Burst starts/continues a combo. If the combo timer has expired, reset combo to 0 first; then increment combo, cap it at 3, and set the timer to 2.2 seconds. Base damages are Claw 8, Lunge 12, Burst 18, with actual damage equal to base damage plus combo*3. Thus the first hit after reset is combo 1 and receives +3. Reduce enemy HP no lower than 0. Increase energy by 10 + combo*4, capped at 100. Log “{creature} used {Claw/Lunge/Burst} for {damage} damage.” Trigger an attack animation on the player model.
- If the rival survives, after roughly 500 ms it counters once for random damage from 5 through 12 inclusive. Log “Wild Rival counters for {damage}. Keep moving and keep the chain alive.” Reduce player HP no lower than 0.
- If player HP reaches 0, enter a loss state and log “Your creature is down. Refresh to try a different opener.” If enemy HP reaches 0, enter a win state and log “Rival defeated — the arena is yours. Refresh to choose another starter.” or an equivalent win message clearly indicating the rival is defeated and the arena is won. Disable further combat actions after either outcome.
- Abilities are activated by Q / Ability 1, E / Ability 2, and R / Finisher (also clicking their buttons). Their energy costs are respectively 25, 35, and 50. If insufficient energy, do not attack and log either “Not enough energy — build your combo.” or “Need {cost} energy.” Ability base damages are 18, 26, and 42, plus combo*5. Subtract the cost, apply damage, trigger an attack animation, and if the enemy survives schedule a counter after roughly 600 ms. Log the named effects “Q • Pulse Roar,” “E • Rift Step,” or “R • Starfall Finisher” with their damage. The same win condition applies.
- Decrease the combo timer continuously. When it reaches zero, reset combo to 0 and update the combo indicator. The HUD bars must update smoothly/visually as HP changes and energy/combo values must be displayed accurately.
Use responsive UI styling similar to the reference: full viewport, dark navy radial-gradient environment, high-contrast white text, pale blue secondary text, translucent panels with subtle borders/shadows and backdrop blur, cyan/mint/violet/gold/pink button colors, rounded 16–24px corners, and an uncluttered premium game-dashboard look. Do not add inventories, capture systems, extra enemies, turn menus, or other mechanics not described here.