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Arcade › Wolf Alpha
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Remix Wolf Alpha 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 mobile-first, top-down 3D action roguelike called “Wolf Alpha.” The player controls a bright cyan/teal alpha werewolf silhouette in a dark neon city district, viewed by a perspective camera from above and behind at roughly 18 units high with a forward offset. Use a Three.js-style low-poly presentation: nearly black navy ground with a subtle grid, foggy dark background, cyan rim lighting, cyan streetlight bulbs on thin poles, dark rectangular building obstacles, occasional simple cars/crates/neon sign props, and red glowing cone-shaped enemy silhouettes. Keep the arena centered around the player and bounded by four solid dark walls; the rectangular arena starts around 34 by 24 world units and grows gradually with each district, while the number of rectangular obstacles and street dressing increases within reasonable bounds. Start on a dark, phone-oriented menu screen titled “Wolf Alpha,” with the tagline “Neon districts. Auto-hunt. Mutate or die.” Show a prominent “Start Run” button, a “How to play” panel that explains left joystick movement, automatic claws, Dash, and Howl, and a persistent Essence balance. Include Meta Upgrades for Max HP, Damage, and Cooldowns, each with a level and a Buy button whose cost starts at 10 Essence and scales by 8 per level. Save Essence and upgrade levels persistently between runs, and include Reset Meta, sound enable, fullscreen, and a device UI-offset/Samsung-fix setting. When a run starts, begin at District 1 with the alpha at the center, full HP, no run mutations, zero run Essence, and a fresh procedurally generated district. The top HUD should show Menu, District number, banked Essence, run Essence, and an HP bar. Add a build bar showing acquired mutation icons, plus brief district banners, toast messages, floating damage numbers, cyan/red hit particles, a damage vignette, and Essence orb pickup animations flying toward the run-Essence HUD. Movement is the core mobile control: provide a left virtual joystick with a draggable knob. On desktop fallback, support WASD/arrow keys. The player moves smoothly, collides with arena walls and rectangular buildings, and faces the movement direction on mobile; on desktop, use the mouse raycast onto the ground for facing/aiming. Provide three right-side ability buttons labeled Claw, Dash, and Howl with icon-like symbols and cooldown display states. Basic Claw attacks are automatic rather than requiring a tap: when a nearby enemy is in range, frequently select the nearest target, face it, and fire a short-range forward cone attack. Show a brief green claw arc and sparks. Base claw range is about 2.2, cone angle about 65% of pi, damage is 10 plus the persistent Damage bonus, and its attack cadence/cooldown is affected by cooldown upgrades. Dash is manually activated by tapping its button, or Shift on desktop. It has about a 1.1 second cooldown, rapidly moves the player for about 0.14 seconds in the current joystick direction, otherwise toward the facing/nearest enemy, grants brief invulnerability, and leaves a short cyan streak and sparks. Howl is manually activated by tapping its button, or E on desktop. It has about a 3.2 second cooldown, creates a cyan expanding circular pulse around the player with sparks, damages enemies in roughly a 4.2-unit radius, and stuns them for about 0.7 seconds. Cooldowns recover faster through the permanent CDR upgrade and, when acquired, Feral Focus while below 35% HP. Each district spawns a wave of enemies along the four arena edges: start with 6 + 2 per district, capped around 28. Enemies home toward the player, collide with buildings and the player, deal contact damage on a roughly 0.6-second hit cooldown, and become temporarily slowed/stunned by Howl. Their HP scales as 24 + 6 per district, damage as 10 + 2 per district, and speed rises slightly by district. Defeat every enemy to clear the district. Kills increment the kill count, award 1 run Essence, produce red death bursts and several glowing Essence orbs, and can heal the player if Bloodlust is active. Once the wave is cleared, pause combat and show an overlay titled “Choose a Mutation,” with three randomly selected choices and a Take button; choices are unique within a run and last only for that run. After taking one, generate the next district, increase the district number, reposition the player at center, and continue endlessly. Implement exactly these run-only mutation choices and effects: Long Claws increases claw range by 35% and widens its hit; Bloodlust heals 4 HP on every kill; Echo Howl adds a second weaker Howl pulse after the first; Rending Dash makes the dash path deal 8 damage; Pack Momentum grants stacking movement speed on kills, up to 8 stacks, with stacks decaying over time and each stack adding 5% speed; Feral Focus makes cooldowns recover 35% faster below 35% HP. Mutations should appear in a compact build bar with symbols and support a brief tooltip/name reveal on hold. Enemies should damage the alpha until HP reaches zero. On death, stop the run and show a “Run Over” results overlay with District, Kills, Run Essence, Payout, Time, and Best District. Pay out run Essence plus 2 times the number of districts beyond District 1 into persistent banked Essence, save the best district, and offer Play Again or Meta & Menu. Also support an in-run Menu button opening a pause overlay with Resume, Restart Run, and Quit to Menu. Include simple synth/noise sound effects for claw, dash, howl, enemy hit, and kill/pickup, enabled after a user gesture. Use a dark navy/black interface with rounded translucent panels, bright off-white text, cyan/green highlights for the player and abilities, red/pink for enemy damage, and large touch-friendly controls with safe-area handling for mobile screens.