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Arcade › Sword Scrappers
Click the game above and it runs right here in your browser. No download, no installer, no account needed. august.berryl5 built it with Cinevva, so it works on a phone or a tablet too.
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Sword Scrappers was built by august.berryl5 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 Sword Scrappers 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 3D third-person arena survival game titled "Sword Scrappers". Use a Three.js-style low-poly scene with a fixed-follow perspective camera positioned above and behind the player, looking down toward the character and the arena center. The player is a simple stylized fighter made from a bright blue capsule-like torso, a white spherical head, a small white shoulder piece, and a visible sword held to the right; use soft shadows, dark blue lighting, fog, and a clean toy-like low-poly aesthetic. Build a large circular dark slate arena: a thick cylindrical platform about 18 units in radius, with a darker circular disc in the center and roughly two dozen uneven stone pillars spaced around the outer rim. Keep all movement on the arena, clamping the player and enemies inside the playable circle. Place an active volcano in the distant background, made from dark brown rock/conical geometric forms, with a glowing orange lava pool and lava stream, a pulsing orange point light, and drifting gray smoke puffs rising from the crater. The overall setting is a dark blue volcanic arena illuminated by cool ambient light and warm lava glow. Core gameplay is wave-based melee survival. Start the player at the center with 100/100 HP, zero gold, wave 1, zero kills, and the Rusty Cutter equipped. Spawn 3 + current wave enemies at random positions 8–15 units from the center. Each enemy is a simple humanoid low-poly fighter with a colored capsule body, white head, small dark tilted hat, and a short wooden stick. Randomly use these enemy types: Scrawny (green, 7 base HP, speed 2.25, damage 8, 3 gold, scale 0.9), Jacket (orange, 10 base HP, speed 1.9, damage 10, 4 gold, scale 1), and Bruiser (pink/red, 16 base HP, speed 1.35, damage 14, 5 gold, scale 1.15). Scale enemy HP by 1 + wave*0.12, increase their damage by 5% per wave, add a small speed increase per wave, and add extra gold on later waves. Enemies chase the player with mild strafing, stop close to attack, and deal contact damage on a roughly one-second attack timer. Player damage has a brief invulnerability period and a red hit flash. When HP reaches zero, stop gameplay and show a dark defeat overlay reading "You got mobbed," with kills, wave, and gold totals plus a Restart button; keyboard R also restarts. Movement uses WASD or arrow keys on desktop, with smooth acceleration and facing in the movement direction. On mobile provide a held four-direction D-pad. Keep the player inside about 16.2 units of the arena center. Space (or the mobile Slash button) performs a forward sword swing if its cooldown is ready. Animate the sword through an arc and show a translucent colored ground slash ring. The swing damages enemies only in front of the player, within sword reach and a forward cone, once per swing. Show floating damage numbers and gold/healing popups. Shift (or mobile Dash) adds a strong burst of forward velocity, has a short duration and about 1.15-second cooldown, and displays a brief translucent afterimage/trail; with the Shadow Sword the trail is purple. Defeated enemies award their gold immediately and spawn one or two small bobbing, rotating gold coin drops at their death location. The player must move within about 1.1 units to collect each drop, gaining 1 gold per coin; drops expire after about 18 seconds. Clearing all enemies grants 3 bonus gold, increments the wave, displays a wave-cleared message, and spawns the next wave shortly afterward. Include a right-side dark translucent "Blade Locker" shop panel. Provide six selectable weapons, initially only the first unlocked: Rusty Cutter (free, damage 3, reach 2.2, cooldown 0.58, pale steel), Iron Fang (10g, damage 5, reach 2.45, cooldown 0.5, light steel), Raider Claymore (22g, damage 8, reach 2.95, cooldown 0.7, large gold blade), Swift Katana (34g, damage 6, reach 2.7, cooldown 0.34, cyan blade), Solar Edge (48g, damage 10, reach 3.1, cooldown 0.42, orange-red blade), and Shadow Sword (65g, damage 9, reach 3.15, cooldown 0.3, dark purple glowing blade). Clicking an affordable locked weapon buys and equips it; clicking an unlocked weapon equips it. Visually rebuild the player sword with the selected blade, guard, grip, and for Shadow Sword add a purple aura and glowing pommel. For the Shadow Sword only, give each normal hit 1 HP life steal when injured, each kill 3 HP healing when injured, and make its special available. Q or right-click (and holding the mobile Slash button for about 0.38 seconds) casts Shadow Burst when Shadow Sword is equipped and its 4.2-second cooldown is ready. Shadow Burst is a radial attack around the player with radius equal to sword reach + 1.25, deals 7 + floor(damage bonus*0.6) damage to every enemy in range, knocks them back, can kill them, awards gold and two coin drops, heals 4 HP on kills, and displays a purple expanding ground ring plus translucent purple cylindrical burst column. Show a cooldown in the hint text. Under Blade Locker, add permanent purchase controls whose costs increase by level: Damage +1 starting at 7g and increasing by 5g, Move Speed +0.15 starting at 6g and increasing by 4g, Reach +0.08 starting at 6g and increasing by 4g, and Heal 25 HP costing 5g plus floor(missing HP/20). Disable buttons when unaffordable or when already at full health. Display messages such as wave status, enemy defeats, collected gold, upgrades, and ability results. Use a dark translucent HUD with subtle borders and blur. At the top-left show Wave, Gold, HP, and Sword. Place a message panel below it. On desktop hide mobile controls; on smaller screens show a bottom-left D-pad and bottom-right circular Slash and Dash buttons. Make controls touch-friendly. Use responsive layout so the shop moves lower on small screens. When defeated, cover the game with a centered overlay card and restart button. Keep the visual presentation faithful to the shown screenshot: the blue player is small in a broad dark circular arena, viewed from above and behind, with strong soft shadows and sparse geometric scenery.