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Torrent Ninja

  • 3d
  • arena
  • action
  • top-down
  • wave-survival
  • ninja
  • 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. Benjamin Reid built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Torrent Ninja yet. Play it, then tell Benjamin Reid what you would add next.

Make your own game

Torrent Ninja was built by Benjamin Reid 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 Torrent Ninja 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 Torrent Ninja

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/top-down arena action game titled “Torrent Ninja.” Use a stylized low-poly, brightly lit, toy-like presentation with a slightly elevated perspective camera that follows the player across a circular battleground. The arena is a round green grass platform about 19.5 units wide, with a smaller tan/sand circular fighting ring in the center, a glowing translucent cyan water torus marking the outer boundary, scattered boundary stones, small grass clumps, and a few chunky Cube World-style trees around the perimeter. Use soft shadows, a dark blue sky/background, fog, and warm directional sunlight.

The player is Grenja, a tall blue recolored frog-like water ninja warrior, wearing a distinctive long pink tongue/scarf wrap with two trailing tails. Start him in the arena center. The camera should stay behind and above him at roughly (0, 12.5, 14.5) relative to the player, look toward the player, and smoothly follow movement. The player can move freely in the horizontal plane but is constrained to a radius of about 13.7 units. Face and aim toward the mouse/touch pointer projected onto the ground; movement is relative to world axes, with WASD or arrow keys (W/up moves toward negative Z, S/down positive Z, A/left negative X, D/right positive X). On touch devices, provide a translucent circular virtual joystick.

The core loop is endless escalating waves of purple shadow-ninja blob enemies. Spawn wave 1 with 5 enemies (4 + wave), positioned around a ring roughly 10–14 units from the center. Each enemy is a purple recolored low-poly blob ninja, chases Grenja, turns toward him, and attacks with a bite when within 1.25 units. Each bite deals 10 HP damage, with a 0.55 second player invulnerability window and a 0.9 second enemy attack cooldown. Enemies have 42 + 8 times the current wave HP and speed 2.15 + 0.12 times the wave. When all enemies are defeated, increment the wave, add 250 score, restore 20 HP up to 100, briefly show a centered “Wave N” banner, wait 1.5 seconds, then spawn the next wave. Defeating an enemy adds 100 score. If HP reaches zero, stop gameplay, show a centered “Grenja Fell” message and a visible Restart button; restart also works with the R key. Keep the game otherwise endless rather than adding a final victory condition.

Implement three abilities, usable by keyboard number keys and large blue touch/click buttons at the lower right. Display the buttons as “1 Pulse” with “blast,” “2 Shuriken” with “triple,” and “3 Night Slash” with “dash.” Aim all abilities at the pointer-ground direction. Water Pulse has a 1.2 second cooldown and fires one bright cyan glowing spherical projectile from slightly above/in front of Grenja, traveling at speed 15, dealing 28 damage, lasting 1.1 seconds, and disappearing on enemy collision or after leaving the arena. Add a cyan expanding ground ripple when it is cast. Water Shuriken has a 2.2 second cooldown and fires three small pale-cyan glowing projectiles in a fan spread of -0.18, 0, and +0.18 radians, traveling at speed 19, dealing 18 damage each, with a 1 second lifetime. Night Slash has a 4.5 second cooldown: instantly dash Grenja 2.25 units toward the aim direction, clamp him to the playable radius, create a short-lived purple glowing torus arc in front/around him, and damage enemies within 2.7 units that are in front of the dash direction for 48 damage. Show a brief slash movement/action effect. Use simple glowing water ripples, projectile spheres, and fading slash arcs for feedback. Include the supplied short digital phase-jump sound effect for ability casts if available, allowing browser audio activation on first pointer interaction.

Use animated character actions when the models provide them: Grenja Idle, Run, Punch for Pulse, Weapon for Shuriken, Jump for Night Slash, and Death; enemies Idle, Walk, Bite_Front, HitRecieve, and Death. If external models fail to load, use simple capsule-like fallback characters while retaining the blue player, pink scarf, and purple enemies. Recolor the frog player blue and the blob ninja enemies purple, and enable cast/receive shadows.

Build a glassy, readable HUD over the canvas. At the top left show “TORRENT NINJA” in uppercase cyan lettering and “Grenja — 6'5 water-scarf fighter.” At the top right show HP as “HP current / 100,” then “Wave N   Score N,” and cooldown statuses for “Pulse,” “Shuriken,” and “Slash,” using “ready” when available or a seconds countdown while cooling down. Use dark translucent rounded panels with subtle cyan borders and text shadow. At lower left on desktop show instructions: “WASD / Arrow keys to move. Aim with mouse. Use 1 Water Pulse, 2 Water Shuriken, 3 Night Slash. Clear the battleground.” Hide this instruction panel on mobile. On mobile retain the HUD, show the virtual joystick at bottom left, and arrange the three ability buttons along the lower right. Gray/dim ability buttons while cooling down. Show short centered banners for the title/wave transitions, and a prominent restart button on defeat.

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