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SUPERHERO CITY RESCUE

  • 3d
  • action
  • superhero
  • rescue
  • arcade
  • third-person
  • city
  • missions
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. student kubelabs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SUPERHERO CITY RESCUE yet. Play it, then tell student kubelabs what you would add next.

Make your own game

SUPERHERO CITY RESCUE was built by student kubelabs 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 SUPERHERO CITY RESCUE 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 SUPERHERO CITY RESCUE

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-based 3D third-person superhero action/rescue game titled “SUPERHERO CITY RESCUE,” set in Asterion City at night. Use Three.js-style rendering with a dark navy sky/background, foggy distant city, strong cool blue/cyan ambient light and warm directional highlights. The camera should follow the player from behind and slightly above in a third-person view, with a large explorable square city grid. Build the ground from a dark base plane crossed by wide navy roads in a regular grid, with many blocky commercial skyscrapers and shorter buildings placed around the roads, occasional stylized low-poly trees, and parked police and fire-rescue vehicles. The visual style is low-poly/clean sci-fi arcade: glowing cyan, pink, gold, and blue materials, simple geometric characters, soft shadows, and emissive effects.

The playable hero is Asterion, a simple original energy guardian made from primitives: a dark blue capsule-like body, beige spherical head, bright cyan octahedral chest emblem, cyan boots, and a vivid hot-pink cape hanging behind him. Start him near the front edge of the city and allow third-person movement through the streets, jumping, and a temporary speed/fly-style ability. Use standard desktop controls shown in the game: WASD to move, SPACE to jump, SHIFT for speed, F for fly, left mouse button to punch, right mouse button to fire a blast, E to rescue, Q to activate a shield, R to use the ultimate, and ESC to pause. Also provide on-screen/touch-friendly action buttons for punch, blast, jump, fly, shield, rescue, and ultimate.

Make the core loop mission-based. The initial mission is “MISSION 1 · CITY RESCUE” / “FIRST RESCUE”: rescue three civilians and defeat the street gang. Spawn three trapped civilians at city locations; each is a small purple capsule-like figure standing inside a glowing green ring. The player must approach a civilian and activate RESCUE when close enough. Rescuing one makes that civilian disappear, increments the saved objective, awards score and coins, charges the ultimate, emits green particles, and displays a prominent “CIVILIAN RESCUED!” toast. Spawn street-villain enemies as orange glowing low-poly geometric cores with gold rings. They approach the hero and damage health when close; enemies have health and can be defeated by attacks. Each level increases the number of enemies, while normal missions require all civilians saved and all enemies defeated before advancing. Include ten missions with the visible mission descriptions: rescue/defeat the street gang; stop the runaway vehicle and clear the streets; rescue civilians from the burning building; save people at the collapsed bridge; defeat the blackout raiders; destroy the drone swarm; survive the robot invasion; protect the hospital; resolve the mega city crisis; and a final showdown.

Implement these combat abilities: PUNCH is a short-range attack against a nearby enemy, with cyan burst particles and a “HIT!” notification; BLAST consumes energy and fires a bright cyan projectile forward that damages enemies; SHIELD temporarily prevents incoming damage and shows an “ENERGY SHIELD ACTIVE” notification; RESCUE interacts with nearby civilians; and ULTIMATE becomes usable at 100% charge, resets the charge, damages every enemy in the city, and creates gold particle bursts with a “CITY-WIDE ULTIMATE!” message. Normal enemies should have modest health, award score and coins when defeated, and produce pink/orange burst effects. On level 10, spawn a larger glowing pink/gold-ringed boss named Overlord Vanta with a visible HP value in the mission text, substantial health, periodic ranged damage, and a final victory state after defeat. The boss defeat should show “OVERLORD VANTA DEFEATED!” and then a city-saved screen.

Add collectible gameplay objects throughout the city: rotating glowing gold ring-shaped coins that increase coin count and score when collected, plus rotating health boosters and energy boosters represented by glowing geometric gems. Health boosters restore health up to 100, energy boosters refill energy, and pickups show a “BOOSTER COLLECTED” toast. Include cyan particle bursts for actions and pickups, animated particles with gravity, and simple oscillator sound effects for punches, blasts, pickups, shields, and major events; provide a Settings button that toggles sound on/off.

Build the HUD as fixed glassy dark-blue panels with cyan borders and subtle inner glow. At top left show “ASTERION // CITY RESCUE,” then health and energy bars with heart/lightning icons and numeric values, both starting at 100. At top center show the current mission title and mission instruction/progress, including “Saved 0/3” style progress for rescue missions. At top right show coin count, score, and “LEVEL 1 · SAVED 0.” At bottom center show an ultimate progress bar labeled ULTIMATE and five large ability buttons labeled PUNCH, BLAST, SHIELD, RESCUE, and ULTIMATE with matching icons. Put a circular minimap/radar at bottom right with a glowing white player dot and simple diamond/grid decoration. Show large centered glowing toast messages for hits, rescues, shield activation, boosters, mission completion, and other major events.

Start with a full-screen title menu over the game: “SUPERHERO CITY RESCUE,” subtitle “Asterion City needs a new guardian,” buttons for “PLAY CITY RESCUE,” “HERO UPGRADES,” and “SETTINGS,” and the compact control legend. The upgrades button can display the existing locked-style message that upgrades unlock after the first rescue. PLAY hides the menu, starts the mission, and displays “CITY RESCUE ONLINE.” ESC opens a pause overlay with RESUME, RESTART MISSION, and MAIN MENU. If health reaches zero, pause the game and show “CITY RESCUE FAILED” with score and civilians saved; allow restart. When the final boss is defeated, show “🏆 CITY SAVED!” with final score, civilians saved, and coins, plus a play-again option. Persist coins, score, level, and total civilians saved in local storage so progress remains across reloads. Ensure the game is playable on desktop and coarse-pointer/mobile layouts, with responsive HUD scaling and touch controls.

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