ultimateplay://cabinet/the-crawler
LiveGoogle Gemini 3.1 ProMobile Friendly

The Crawler

Write a highly polished, self-contained 3D browser game called "The Crawler" in a single HTML file under 2MB. Use Three.js (via CDN) for the 3D engine, vanilla JavaScript for the game logic, and raw CSS for a dark, gritty, blood-stained horror aesthetic. Ensure all image textu...

by sectumsempra0819published May 28, 20261 upvotes
Remix Kit

The Crawler

Built with Google Gemini 3.1 Pro

Write a highly polished, self-contained 3D browser game called "The Crawler" in a single HTML file under 2MB. Use Three.js (via CDN) for the 3D engine, vanilla JavaScript for the game logic, and raw CSS for a dark, gritty, blood-stained horror aesthetic. Ensure all image textures are downscaled and embedded directly inside the code as Base64 Data URIs to maintain the single-file constraint.

Aesthetic & UI: Create a dark, PS1-style retro horror vibe. The main menu should have a dark radial gradient background with the title "THE CRAWLER" glowing in a soft, diffuse crimson red. Include a "Normal Mode" and "Extreme Mode". The in-game UI must feature a dynamic stamina bar, a boss health bar at the top, a player health bar at the bottom, and a "Blood Vials [ 3 / 3 ]" tracker in the top-left corner.

Player Mechanics & Controls: Implement smooth first-person movement (WASD) with PointerLockControls for PC. Include a Sprint mechanic (Shift) and a Dodge Roll (Spacebar) that consumes stamina and provides brief invulnerability frames. Crucially, implement full Mobile Touch support: an invisible drag area on the top 60% of the screen to look around, a virtual D-Pad on the bottom-left, and four action buttons (Attack, Block, Dodge, Sprint) on the bottom-right.

Combat System:

Weapon: A first-person 3D sword constructed from geometric primitives floating in front of the camera.
Attacking: A Minecraft-style charged attack system. Spamming click does minimal damage, while waiting for the charge meter to fill unleashes a heavy strike.
Blocking/Parrying: Right-click to raise a guard. If the guard is hit by the boss, the shield breaks, mitigating the damage but placing the block on a cooldown. A perfectly timed block against the boss's pounce will "Parry" it, knocking the boss back and stunning it for 1 second.
Healing: The player starts with 3 "Blood Vials". Pressing 'Q' (or the mobile Heal button) consumes a vial to restore 40% health, flashing the screen green.
The Environment: A dark, circular arena bounded by a metallic ring. The floor is textured with a base64 stone grid. Place 8 destructible stone pillars in a circle. If the boss or a projectile hits a pillar, it loses health, visually shrinks, and eventually shatters.

Boss AI ("The Crawler"): Build a terrifying, giant 8-legged spider out of Three.js sphere and cylinder primitives. Animate the legs procedurally as it walks. The boss AI must have several states:

Chase: Relentlessly pursues the player.
Spit Web: Shoots a projectile that damages the player and applies a "Web Trap" debuff, severely slowing the player down and disabling dodges until they spam the attack button 3 times to break free.
Summon: Spawns 3-5 smaller, faster spider minions that chase the player and explode on contact. The player can instantly kill minions by swinging their sword.
Pounce: The boss locks onto the player's position at the start of a 0.5-second windup animation, then leaps into the air and slams down on that location. The player must use this windup window to dodge out of the way.

No shared chat link was submitted for this game.

Open Player
Build Prompt

Write a highly polished, self-contained 3D browser game called "The Crawler" in a single HTML file under 2MB. Use Three.js (via CDN) for the 3D engine, vanilla JavaScript for the game logic, and raw CSS for a dark, gritty, blood-stained horror aesthetic. Ensure all image textures are downscaled and embedded directly inside the code as Base64 Data URIs to maintain the single-file constraint. Aesthetic & UI: Create a dark, PS1-style retro horror vibe. The main menu should have a dark radial gradient background with the title "THE CRAWLER" glowing in a soft, diffuse crimson red. Include a "Normal Mode" and "Extreme Mode". The in-game UI must feature a dynamic stamina bar, a boss health bar at the top, a player health bar at the bottom, and a "Blood Vials [ 3 / 3 ]" tracker in the top-left corner. Player Mechanics & Controls: Implement smooth first-person movement (WASD) with PointerLockControls for PC. Include a Sprint mechanic (Shift) and a Dodge Roll (Spacebar) that consumes stamina and provides brief invulnerability frames. Crucially, implement full Mobile Touch support: an invisible drag area on the top 60% of the screen to look around, a virtual D-Pad on the bottom-left, and four action buttons (Attack, Block, Dodge, Sprint) on the bottom-right. Combat System: Weapon: A first-person 3D sword constructed from geometric primitives floating in front of the camera. Attacking: A Minecraft-style charged attack system. Spamming click does minimal damage, while waiting for the charge meter to fill unleashes a heavy strike. Blocking/Parrying: Right-click to raise a guard. If the guard is hit by the boss, the shield breaks, mitigating the damage but placing the block on a cooldown. A perfectly timed block against the boss's pounce will "Parry" it, knocking the boss back and stunning it for 1 second. Healing: The player starts with 3 "Blood Vials". Pressing 'Q' (or the mobile Heal button) consumes a vial to restore 40% health, flashing the screen green. The Environment: A dark, circular arena bounded by a metallic ring. The floor is textured with a base64 stone grid. Place 8 destructible stone pillars in a circle. If the boss or a projectile hits a pillar, it loses health, visually shrinks, and eventually shatters. Boss AI ("The Crawler"): Build a terrifying, giant 8-legged spider out of Three.js sphere and cylinder primitives. Animate the legs procedurally as it walks. The boss AI must have several states: Chase: Relentlessly pursues the player. Spit Web: Shoots a projectile that damages the player and applies a "Web Trap" debuff, severely slowing the player down and disabling dodges until they spam the attack button 3 times to break free. Summon: Spawns 3-5 smaller, faster spider minions that chase the player and explode on contact. The player can instantly kill minions by swinging their sword. Pounce: The boss locks onto the player's position at the start of a 0.5-second windup animation, then leaps into the air and slams down on that location. The player must use this windup window to dodge out of the way.