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Arcade › Stonebreak
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Stonebreak was built by benjaminwsiemers 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 Stonebreak 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 third-person, top-down-ish low-poly 3D action shooter called “Stonebreak: Ember Ally.” Use a dark, atmospheric ruined corridor as the setting: a huge nearly black-blue ground plane, heavy dark fog, cool pale-blue hemisphere lighting, hard shadows, and rows of irregular dark stone pillars/ruin columns lining both sides of a long northward path. The world is a bounded corridor roughly 28 units wide and 156 units long, with the player starting near the southern end and progressing forward toward increasingly distant negative-Z positions. Keep the presentation stylized and minimalist, made from primitive Three.js-like meshes, with a dark cinematic palette and emissive colored projectiles and bosses. At the beginning, play a short awakening cutscene. The player is a small humanoid statue standing still while the camera orbits around them. The statue is assembled from simple low-poly primitive parts: box torso, spherical head, hip, rectangular arms and legs, and feet, with a dark visor/face plate. Start with a larger opaque gray stone shell around the living body. During about five seconds, show crack lines appearing, the shell fading away, and a burst of roughly two dozen small stone cube shards exploding outward, tumbling and falling to the ground. Change the inner humanoid from gray stone to pale living-stone material. Allow a pointer press to skip the final part after the cutscene has progressed. Display a centered title banner during this sequence reading “STONEBREAK: EMBER ALLY” and a small instruction such as “Click to begin (audio + aim). WASD to move.” After awakening, control the humanoid in a forward-moving corridor. Use WASD or arrow keys to move in the X/Z plane, with W/Up moving forward and S/Down backward; clamp movement within the corridor bounds. Hold Shift to sprint at about 1.65x speed. Give the humanoid smooth acceleration/deceleration and a simple walk animation with alternating arm and leg swings and subtle body bobbing. Use a third-person chase camera positioned above and behind the character (approximately 10 units high and 10.5 units behind), smoothly following and looking at the player. The mouse aims by raycasting the pointer onto the ground plane; rotate the character toward the aim point. Hold the left mouse button to continuously fire. Each shot is a small glowing pale-blue energy sphere traveling toward the aim direction, with a short cooldown, moderate speed, limited lifetime, and damage to enemies and bosses. Put a white “+” crosshair at the center of the screen. Support touch devices with an on-screen left virtual joystick for movement, a drag-anywhere look/aim gesture, and right-side hold buttons labeled “SHOOT” and “SPRINT,” plus a “RESTART” button. On desktop, R restarts the run. Start simple synthesized shooting, hit, hurt, boss defeat, and ally/friend sounds after the first user interaction. Show a fixed HUD in translucent black panels: top-left displays the current health as “HP: [current] / 140” and “Phase: [phase name]”; top-right displays the current objective. Use phases such as CUTSCENE, ZONE1, LAVA BOSS, ZONE2, FINAL BOSS, WIN, and LOSE. During the first area, objective text should say “Reach the end of the ruins.” Give the player 140 maximum HP, contact damage from enemies, brief invulnerability after damage, and forgiving passive regeneration of about 7 HP per second after three seconds without being hit. At zero HP, stop gameplay, enter LOSE, and show “Objective: Press R to restart.” In ZONE1, spawn a small number of continuously replenished pink/magenta low-poly icosahedron grunt enemies ahead in the corridor. They should chase the player directly, deal light contact damage, have about 16 HP and moderate movement speed, flash white briefly when hit, and disappear when killed. When the player reaches approximately the end of the first ruins section, around z=-38, start the first boss encounter and change the objective to “Defeat the Lava Boss.” Make the first boss a large floating lava golem at the end of the corridor. Build it from a glowing orange-red emissive sphere core covered by a larger rough, dark crusty icosahedron shell. Add an orange point light around the arena. Give it 200 HP and make it hover and slowly rotate. It should periodically fire three orange-red fireballs in a spread toward the player; when its HP is low, increase the spread/count to four. Fireballs are glowing low-poly spheres that travel toward the player and deal damage on contact. The boss also deals heavy contact damage. Show a toast such as “Boss fight — keep moving and shoot the core!” When the lava boss reaches zero HP, remove its crusty boss form and convert it into the player’s ally. Create a smaller hovering ember-orange glowing sphere that starts at the boss location, follows the player with a slight side/rear offset, bobs gently, and automatically targets the nearest nearby enemy. The ally fires rapid small golden-orange projectiles at enemies within range. Change the phase to ZONE2, objective to “Push deeper — clear the waves,” and show a message that the lava now follows the player. Dim the boss light but retain a subtle warmer tint in the scene. In ZONE2, as the player travels farther down the corridor (past about z=-62), begin enemy waves. Continue spawning pink grunts ahead, maintaining roughly five active enemies, and make them chase the player. Around z=-96, spawn a larger yellow/orange mini-boss icosahedron with about 55 HP, larger radius, and faster movement, and show “A mini-boss blocks the path!” Continue the push toward the fortress/final arena. Once the player is near z=-108 and no more than two enemies remain, enter FINAL BOSS. Make the final boss an armored humanoid stationed around z=-118. Use a dark metallic capsule-like armored body, a dark metallic spherical helmet, a simple burgundy/maroon rectangular cloth-like cape behind it, and a small blue-gray metallic blaster held to one side. Give it 300 HP and make it strafe side-to-side across the arena while subtly moving along the Z axis. Its blaster should visibly brighten briefly as a charge telegraph, then fire three glowing blue projectiles in a spread toward the player on a repeating cooldown. When below 35% HP, enrage it: increase the strafe amplitude and fire four projectiles more quickly with a wider spread, and show a warning toast such as “He’s angry — faster shots!” The armored boss deals contact damage too. Change objective to “Defeat the Armored Blaster.” Player energy bolts should damage grunts, the mini-boss, the lava boss, and final boss, disappear on impact, and be removed when they leave the world. Enemy projectiles should damage only the player and also disappear on impact or after their lifetime. When the final boss reaches zero HP, remove it, enter WIN, set the objective to “You won! Press R to play again,” play a victory/boss-defeat sound, show a victory toast, and let the camera slowly orbit the final arena while looking at the defeated boss location. Use brief bottom-center toast messages for tutorial, boss, ally, wave, enrage, victory, and defeat feedback. Overall, preserve the visible style: sparse dark ruins, low-poly primitive characters, dramatic fog and shadows, cool blue player shots, hot orange lava/ally effects, and blue final-boss blaster shots.