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Super God

  • 3d
  • first-person
  • arena
  • survival
  • action
  • dark-fantasy
  • vr
  • mobile
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. Sleepy Sleeping built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Super God yet. Play it, then tell Sleepy Sleeping what you would add next.

Make your own game

Super God was built by Sleepy Sleeping 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 Super God 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 Super God

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 first-person 3D arena survival game titled "Super God". The player is an ordinary human fighter in a dark fantasy colosseum, surviving increasingly difficult waves of humanoid enemies; the title is ironic—the player starts with fists and earns the reputation by surviving, not by beginning as a god.

Use a Three.js/WebGL-style first-person camera with a 75-degree perspective, mouse-look, a centered white crosshair, shadows, fog, tone-mapped lighting, and a generated/equirectangular skybox or dark reddish-black dome. Build a circular arena roughly 22 units in radius with a textured, uneven sandy/brown floor, scattered small rocks, a high circular brown arena wall, a gold-toned rim, and 18 tall weathered stone columns around the perimeter. Put glowing orange braziers around the perimeter on short dark stands, with warm point-light illumination. In the exact center, place a broad stone pedestal surrounded by a rotating glowing blue ring. Float an ornate arena sword above the pedestal: bright metallic blade with pale blue rune-like markings, gold crossguard and pommel, and a brown wrapped grip. The arena should feel moody and brutal, with warm firelight, cool blue sword/power accents, and dark fantasy materials.

The camera shows the player’s wrapped human fighter hands in the foreground. Use modeled hands with skin-colored palms/fingers, brown wrist wraps, and a subtly emissive reddish wrap on the right hand. When the sword is collected, attach the detailed arena blade to the right hand and remove it from the pedestal. The player begins at the outer side of the arena, has 100 maximum health, can walk at human combat speed, sprint slightly faster while holding left Shift, and jump with gravity. Keep movement constrained inside the circular arena.

Core loop: pressing Start Battle begins wave 1. Spawn 3 + current wave enemies, capped at 9, at random positions around the outer arena. Humanoid enemies have heads, hair/ponytails, glowing pale eyes, cloth chest/shorts, skin-colored articulated arms and legs, shoulder pads, and varied skin, hair, and cloth colors. They run toward the player, animate their walk cycle, face the player, punch at close range, and deal approximately 8 + 0.6 per wave damage on a roughly one-second cooldown. Enemy health is 52 + 8 per wave and their movement speed is 2.3 + 0.14 per wave. Enemies show hurt reactions and fall through a roughly 1.35-second death animation before disappearing. When every enemy is defeated, wait about 2.2 seconds, increment the wave, and spawn the next rush. There is no final win state; the survival loop continues until the player dies.

Combat must include these exact actions and approximate behaviors: a fast short-range punch on mouse click/tap, dealing 12 damage with about 1.9 range and a short 0.26-second attack interval; a stronger arena-blade melee strike after pickup, activated with Q or E or the Blade button, dealing 26 damage with about 2.95 range and a 0.36-second attack interval; throw a physical rock with R or the Rock button, on a 0.55-second cooldown, traveling about 18 units/second, dealing 16 damage; and fire a bright glowing blue power orb with F or the Power button, on a 1.35-second cooldown, traveling about 24 units/second, dealing 30 damage and splash damage to enemies within about 2.8 units of impact. Rocks should be rough rotating brown dodecahedral projectiles; power blasts should be luminous blue spheres with a subtle pulse. Melee attacks should use the camera’s look direction and only hit enemies within their range and forward cone. Add small procedural impact particle bursts and simple tones for attacks, hits, jumps, and waves.

Add an optional "Blood & gore FX" checkbox enabled by default. When enabled, enemy hits and deaths produce dark red blood particle bursts and a brief red light flash. When disabled, replace these with clean blue/white sparks, dust, and gold/orange impact particles; make this a true visual swap without changing damage or gameplay.

Desktop controls: WASD or arrow keys move, mouse movement turns the camera after pointer lock, mouse click punches, Q/E uses the blade or attempts the center pickup, R throws a rock, F launches the power blast, Space jumps, and Shift provides a small speed boost. Include buttons for Start Battle, Lock Mouse, and Fight Again after death. Enter or C can also start the game. On mobile, provide a large translucent circular left thumb joystick for movement, a right-side invisible/transparent drag look pad for turning, and visible touch buttons labeled Punch, Blade, Rock, Power, and A Jump. The mobile UI should use dark translucent glass panels with rounded corners and light text.

Include optional WebXR VR support with an Enter VR button, local-floor/bounded-floor/hand-tracking options, visible human hand models attached to both controllers, and controller interactions: controller trigger/select performs a punch or right-hand blade strike if the blade is held; controller squeeze launches a rock from the left controller and a power blast from the right. Hide the desktop crosshair while in VR.

HUD: overlay the game with dark translucent rounded panels. At top left show the title "Super God", the line "You are human. Win brutal arena rounds with fists, steel, rocks, and powers.", and a changing status message such as wave announcements, blade pickup, cooldown, or wave-cleared text. At top right show Health (100 / 100 format), Wave (starting at 1), Kills (starting at 0), and Weapon (starting as "Fists", changing to "Arena Blade"). Along the bottom right show the Blood & gore FX checkbox and five action buttons with small keyboard hints: Punch / Tap or Click, Blade / Q / E, Rock / R, Power / F, and A Jump / Space. Center the initial modal card with the heading "Enter the Arena", explanatory survival text, control instructions, Start Battle, Lock Mouse, and Enter VR. On health depletion, stop the game and show a centered dark modal reading "You fell in the pit", explain the reached wave and kill count, and provide a "Fight Again" reset button. Use responsive layout so the top panels stack on narrow screens, with the joystick at bottom left and action buttons at bottom right.

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