Arcade › VORTEXA
Click the game above and it runs right here in your browser. No download, no installer, no account needed. eymenselvibass built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about VORTEXA yet. Play it, then tell eymenselvibass what you would add next.
VORTEXA was built by eymenselvibass 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 VORTEXA 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.
Recreate VORTEXA as a futuristic neon third-person arena shooter/control game with a polished sci-fi lobby and one playable match mode called Vortex Core. Overall presentation: Use a dark navy/near-black background with cyan, violet, pink, and occasional lime accents. The UI uses a clean futuristic sans-serif style with wide letter spacing, large Rajdhani-like condensed headings, glowing text, thin cyan borders, translucent dark panels, gradients, and subtle bloom/glow. The game is rendered in 3D with a perspective camera, shadows, fog, emissive lights, and an animated lobby camera. Lobby/menu: Show a 3D Neon District arena in the background: a large circular metallic blue floor with a faint cyan grid, dark futuristic cover blocks, several tall glowing violet/cyan vortex spires around the perimeter, and a floating/emissive cyan octahedral Vortex Core at the center surrounded by a pink ring. Include a stylized cyberpunk humanoid operative model as the selected-character preview, tinted with the operative's accent color, and gently animate/rotate the preview while the camera slowly orbits and bobs. Add futuristic district props/signage where possible. Overlay the VORTEXA logo at top-left in glowing cyan. At top-right show a profile card for username RIFTWALKER with a V avatar, LVL 7, GOLD II rank, and 1240 coins. The main lower-left menu says “ENTER THE RIFT · SEASON 01”, “OWN THE ARENA”, and “A fast, tactical 3v3 energy clash. Read the field, break the rhythm, and make the vortex yours.” Include a prominent gradient button “PLAY VORTEX CORE” and navigation buttons: CHARACTERS, LOADOUT, RANK, MISSIONS, SHOP, PROFILE, SETTINGS. On the right show the selected operative's role, name, sync level, progress meter, and ability. The default selected character is AERIS, labeled MOBILITY OPERATIVE, SYNC LEVEL 12, ability PHASE DASH. Roster/selection: Provide six selectable data-driven operatives with distinct displayed roles, colors, health, damage, movement speed, ability, and ultimate: AERIS (Mobility Operative, cyan, 100 HP, 24 damage, speed 6.4, PHASE DASH, SKYBREAK); BRONT (Bulwark Tank, orange, 150 HP, 18 damage, speed 4.5, Aegis Shell, IMPACT RING); NYX (Void Assassin, violet, 85 HP, 32 damage, speed 7, Veil Step, NULL STRIKE); ORION (Rift Ranger, pale blue, 95 HP, 30 damage, speed 5.5, Arc Bolt, STARFALL); KORA (Pulse Support, green, 110 HP, 16 damage, speed 5.2, Mend Field, OVERCHARGE); REX (Grav Controller, pink, 105 HP, 21 damage, speed 5, Gravity Snare, LOCKDOWN). The Characters panel is a dark translucent bordered panel with selectable cards and a note that progression is power-neutral. Other menu panels are informational prototype panels: Profile shows username, level, matches, wins, losses, win rate, rank, favorite character and achievement text; Rank shows GOLD II, rating 1420, highest rank PLATINUM, next win +22 and rank progression; Missions shows progress for winning matches, dealing damage, using ultimates, and capturing objectives; Loadout shows PHASE DASH, RIFT-BORN, SHOCK MINE, VIOLET TRACE; Shop shows cosmetic-only items and prices; Settings shows quality, sensitivity, language and display. Matchmaking: Clicking PLAY VORTEX CORE opens a full-screen dark matchmaking overlay with a spinning cyan ring and “MATCHMAKING / SEARCHING FOR PLAYERS...” plus “Balancing squads · Vortex Core”. After a short delay change it to “MATCH FOUND”, then enter the match. Match arena and camera: Start the player in a third-person controllable view on the same circular Neon District arena, with the camera following behind/above the player and looking toward the movement/aim direction. The arena has a circular floor roughly 30 units wide, cyan grid lines, central Vortex Core, four rectangular cover blocks positioned around the center, and five perimeter vortex spires. Use dark blue metallic materials, emissive cyan/violet/pink lighting, directional and hemisphere lighting, point lights, fog, and shadows. Teams and objective: This is a simulated 3v3 match using bots, not real online players: the human player and two blue-team bots fight three red-team bots. The central Vortex Core is the capture/control objective. Display a top-center HUD panel reading “VORTEX CORE · NEON DISTRICT”, blue score — red score, and a 02:00 countdown. Show objective state as NEUTRAL, BLUE CONTROL, RED CONTROL, or CONTESTED. A team earns control score over time when its team is inside the center capture radius and the other team is not; blue gains while blue controls and red gains while red controls. End the match when the timer expires or either score reaches 100. Player combat and controls: Support WASD/arrow third-person movement through the runtime controller, with mobile controls if available. The HUD hint reads “WASD move · Shift dash · Mouse aim · LMB attack · Q ability · E ultimate”. Left mouse fires a cyan/operative-colored energy projectile from the player, with a short fire cooldown, traveling forward and damaging red bots. Right mouse or Q activates the selected operative ability with a cooldown. For the implemented abilities, AERIS and NYX dash forward about four units; BRONT restores 28 HP; KORA restores 22 HP; all abilities create colored particle effects and a toast naming the ability. E activates the ultimate only when charge reaches 100%; it resets charge and damages nearby red bots within roughly seven units for 55 damage, producing effects and a toast with the ultimate name. Build ultimate charge from successful projectile hits (8% per hit). Use bright projectile spheres, small burst particles, hit effects, and simple audio beeps/feedback. Bots and combat simulation: Red bots move toward and pressure the player, attack at close range on a cooldown, retreat toward their side when low health, and respawn after being eliminated. Blue bots move toward and contest the central objective. Red bots are tinted pink/red and blue bots cyan. Projectiles collide with red bots, reduce their health, track player damage and eliminations, and respawn defeated enemies at the red side. The player can take damage, see “INCOMING HIT”, and on reaching zero health becomes invisible/downed for three seconds before respawning at the blue side with full selected-character health and a toast such as “AERIS DOWN” or “RESPAWNED”. In-match HUD: Keep the world visible beneath a pointer-events-transparent HUD. At bottom-left show selected character name and a bright green HP bar with current/max HP. At bottom-right show ability tiles for LMB FIRE with READY/countdown, Q PHASE/ability cooldown, and E ULT with percentage charge. At the top center show score, timer, objective state, and control labels. Show center/top toast notifications for VORTEX CORE ONLINE, ability use, elimination, incoming hit, downing, and respawn. Use cyan outlines, translucent navy backgrounds, and glowing pink hit effects. Results and persistence: When a match ends, hide the match HUD and show a full-screen dark blue/violet results overlay with a bordered centered card. Display MATCH COMPLETE, VICTORY in lime for a blue win or DEFEAT in pink otherwise, the message “Vortex Core secured. Your squad rewrote the signal.”, XP gained (+240 on victory or +110 on defeat), coins (+180 or +80), eliminations, and objective score, plus a RETURN TO LOBBY button. Persist profile data locally: selected character, level, XP, coins, total matches, wins, losses, and existing username/rank. Increase matches and wins/losses and award XP/coins after each result. Keep the implementation as a playable local bot prototype rather than claiming real networking or online matchmaking.