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Tiny Brawl

  • 3d
  • top-down
  • arena-shooter
  • action
  • arcade
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. Christian R built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tiny Brawl yet. Play it, then tell Christian R what you would add next.

Make your own game

Tiny Brawl was built by Christian R 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 Tiny Brawl 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 Tiny Brawl

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-playable Three.js game titled “Tiny Brawl,” a fast top-down arena shooter in a clean, toy-like 3D style. Use a dark navy square arena with a subtle glowing/outlined boundary, a flat dark-blue ground, fog, soft lighting, and several chunky dark blue rectangular block obstacles. The camera is a smooth perspective top-down/isometric follow camera positioned high above and behind the player, offset slightly toward the player’s aim so more of the space ahead is visible. Keep the player near the center of the view while the arena scrolls beneath the camera.

The player is a small rounded capsule-like cyan brawler with a pale cyan face/front detail and a soft circular shadow underneath. Six enemy bots initially spawn around the arena as identical rounded magenta/pink brawlers with light pink face/front details and shadows. Enemies wander when they cannot see the player, chase and strafe around the player when they have line of sight, and shoot at the player when within range. Obstacles block movement and projectile travel, and all characters are prevented from leaving the square arena.

The objective is to score 10 enemy KOs before suffering 3 deaths. Give the player 100 maximum HP, show the current HP, KOs out of 10, and deaths out of 3 in a compact HUD at the upper left. When an enemy is defeated, increment the KO count and respawn a replacement after a short delay. On player death, increment deaths and respawn the player at the arena center with full HP and brief invulnerability, unless the player has reached 3 deaths. Display a temporary message for a respawn, and on victory or defeat display “You win! Press R to restart.” or “Game over! Press R to restart.” respectively. Pressing R resets the entire match, clears projectiles and pickups, restores player stats, and recreates six enemies.

Controls: WASD moves the player with acceleration and friction; aim with the mouse by raycasting the mouse position onto the ground plane; hold the left mouse button to fire repeatedly in the aim direction. Player shots are small fast glowing pale-cyan spheres with slight random spread, deal 13 damage, and fire about every 0.12 seconds. Enemy shots are small glowing pink spheres with slight spread, deal 9 damage, and fire on a roughly 0.55–0.9 second cooldown. Projectiles disappear after a short lifetime, when leaving the arena, or on hitting an obstacle or character. Use collision checks against rectangular obstacles and circular character/projectile radii.

Add a Shift dash: when either Shift key is held, dash briefly in the current movement direction, or toward the aim if stationary. Give it a short burst of high speed, about a 1.1-second cooldown, and brief invulnerability. Include green floating/rotating cylinder pickups that heal 30 HP on collection, spawning periodically, and yellow floating/rotating cylinder pickups that temporarily increase player damage by 35% for 6 seconds. Pickups should avoid obstacles and be collected by proximity. The HUD should append “(DMG+)” to the HP display while the damage boost is active.

Use a world arena roughly 52 by 52 units with a thin outlined square border. Place five fixed rectangular obstacles: a horizontal block around (-10,-6), a vertical block around (9,-4), a horizontal block around (-2,10), another horizontal block around (14,12), and a smaller vertical block around (-16,14). Characters and shots collide with these blocks. Add simple synth/noise sound effects using Tone.js for shooting, hits, pickups, dashing, KOs, deaths, victory, and defeat; require the first click or keypress to enable audio and initially show “Click to enable audio. Then brawl.” in the upper-right or message area. Implement as a no-build browser page using Three.js ES modules/import map and a full-window canvas.

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