Arcade › Voidfall City
A game where buildings are swallowed by black holes and generate tiny creatures
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Remix Voidfall City 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 top-down arena game titled "Voidfall City". The player selects one of four factions on a start screen: RED, BLUE, GREEN, or YELLOW, shown as large glowing black-hole swatches. Start-screen copy says to pick a faction, swallow the city to grow the void, eject minions to convert the crowd, and be the last color standing; controls are WASD/arrow keys or pointer/touch dragging to move and Space/a button to eject minions. The author/theme premise is that buildings are swallowed by black holes and generate tiny creatures. Use a Three.js-style perspective camera looking down from high above with a slight diagonal offset, smoothly following the player hole. Build a roughly 60-by-60 outdoor city arena on green grass under a bright blue sky with fog and soft shadows. Lay out a dark gray road grid crossing the arena in horizontal and vertical strips, with short white dashed center lines. Fill plots away from roads with a randomized dense mix of colorful low-poly/blocky buildings, skyscrapers, suburban houses, trees, bushes, benches, trash bins, hydrants, streetlights, and moving sedan/taxi cars. Include an elevated purple-and-orange armory platform near the arena center; weapon pickups periodically fall from it into the city with a tall colored beacon. The central player avatar is a flat black circular void/hole on the ground, surrounded by a bright faction-colored glowing ring and subtle animated swirling colored edge. Its radius/diameter increases as it gains mass. Start four holes at the four arena corners, one controlled by the player and three AI opponents using the other faction colors. Make the holes visibly scale up as they swallow objects. The player moves the hole around the city; it can only consume props smaller than its current size. Buildings, trees, cars, lamps, and small street props should be pulled toward the hole when near, then sink, shrink, spin, and disappear into the center with colored particle bursts. Different prop types contribute different mass and coin values: buildings are the most valuable, vehicles next, and trees/small city objects/lights give smaller gains. Show a short inflation/pulse effect on swallowing and gold/colored particles coming out of the hole. Populate the arena with about 110 tiny neutral pedestrians represented by small blocky/capsule characters. Neutral pedestrians wander around independently. The player can spend hole mass to eject four tiny faction-colored minions around the hole; deployment has a cooldown and costs more as that faction has more minions, with a per-faction crowd cap. Ejected colored minions roam across the map, seek neutral pedestrians and enemy minions, convert neutral pedestrians to their faction, and fight enemy minions in close combat. When defeated, enemies can be converted or removed. Colored minions are not swallowed by holes. Use bobbing animated characters and faction colors; give combat small lunge/hit feedback and colored particle bursts. Add three possible weapon pickups: Splatter Gun, Paint Bazooka, and Speed Boots. A minion can collect a landed pickup and arm nearby same-faction squadmates. Splatter guns and bazookas visibly carry blaster models and fire short-lived colored paint projectiles at enemies; bazookas are stronger/larger. Speed Boots make minions move faster. Display alert notifications when weapons drop, are collected, or a faction swallows another. Holes compete directly: a sufficiently larger hole can swallow an opponent hole when it overlaps it, eliminating that faction and turning that faction's surviving minions neutral. The three AI holes should seek edible nearby props, flee holes substantially larger than themselves, chase holes substantially smaller than themselves, and eject minions when rich. The match continues until only one hole remains; if the player's hole is swallowed show a "CONSUMED" end screen, and if all opponents are eliminated show "VICTORY". Include final diameter, ranking, winning faction, and match coin reward. Implement the additional visible/action UI from the game: a top HUD with the player's faction name/color, number of alive factions, a soft elapsed timer, a diameter label and a colored relative size/progress bar, a live faction scoreboard with colored names and a crown for the current leader, a minimap showing arena bounds, colored holes, and weapon pickup markers, coin count, transient alert cards, and touch-friendly action buttons. Provide buttons for eject, holding Recall to pull nearby friendly minions back into the hole for mass and coins, and Convert/Nova to spend mass and convert up to ten nearby enemy minions; show the Convert cooldown on its button. Keyboard shortcuts are Space for eject, R (hold) for recall, and Q for convert. Support pointer/touch dragging for movement. Include a persistent upgrade shop on the start overlay using earned coins across matches. It has four upgrade lines corresponding to starting hole mass, minion deployment cost discount, recall reward multiplier, and conversion mass-cost reduction, each with multiple levels and increasing coin costs; save the coin total and upgrade levels in local storage. Keep the visual style polished low-poly city simulation: saturated faction colors, black-hole centers, emissive rings, blocky Kenney-like assets, colorful particle effects, orthographic-like readable top-down gameplay with perspective shadows, and smooth camera motion. Do not add unrelated weapons, levels, or story elements.