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Arcade › AFTERSHOCK
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Donald Douglas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about AFTERSHOCK yet. Play it, then tell Donald Douglas what you would add next.
AFTERSHOCK was built by Donald Douglas 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 AFTERSHOCK 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 browser-based 3D offline hero-shooter called AFTERSHOCK. Use a dark sci-fi interface and a third-person Three.js-style arena. The game must begin at a polished menu titled AFTERSHOCK with the description that it is an original offline hero shooter slice set inside “The Fracture,” where the player picks a specialist, fights bot squads, captures a reactor, and spends battlefield credits on trade-off builds. Menu buttons: PLAY REACTOR CONTROL, HEROES, TRAINING RANGE, and SETTINGS. Settings should include mouse sensitivity, a low-performance graphics checkbox, and mute audio. State clearly that this is a local match versus bots, with no online multiplayer, accounts, or server authority. Add a HEROES screen titled CHOOSE YOUR SPECIALIST with the subtitle “Every hero has a real weapon, abilities, ultimate, and counterplay.” Show six selectable specialist cards with colored gradient portrait blocks containing their initial, role, weapon tag, and description. The heroes and exact information are: Rift, Striker, cyan, Prism Rifle, “A phase runner who turns impossible angles into pressure.” Primary: Precision energy shots; alternate: Focus burst; E Blink (short teleport that breaks line of sight); F Phase Dash (directional dash with brief damage immunity); ultimate Linked Portals. Bulwark, Vanguard, orange, Kinetic Cannon, “A walking breach point built to move the team forward.” Primary Heavy kinetic shells; alternate Guard stance; E Barrier (frontal damage wall); F Ground Slam (knockback shockwave); ultimate Advance Formation. Volt, Striker, yellow, Arc SMG, “An aggressive shock trooper who punishes clustered enemies.” Primary Fast electrical rounds; alternate Arc focus; E Arc Dash (dash and jolt nearby enemies); F Chain Lightning (bounce damage between foes); ultimate Storm Grid. Patch, Controller, lime green, Repair Beam, “A field engineer who converts precision into sustain.” Primary Repair energy beam; alternate Overclock beam; E Mender Drone (deploy a healing station); F Boost Field (speed up nearby allies); ultimate Stabilize. Gravity, Controller, purple, Mass Driver, “A zone architect who makes every choke point dangerous.” Primary Gravity orbs; alternate Repulse shot; E Vortex (pull targets inward); F Gravity Field (slow and lift an area); ultimate Compression. Deadlock, Striker, coral red, Burst Carbine, “A patient tactician who wins by seeing the fight first.” Primary Three-round precision burst; alternate Recon scope; E Probe (reveal nearby enemies); F Sidestep (quick evasive move); ultimate Kill Zone. Selecting a hero highlights its card in cyan and shows a detail panel with role, difficulty indicator, description, voice line, primary, alternate, ultimate, and ability descriptions. Include BACK and LOCK IN & PLAY buttons. On starting a match, render a compact third-person 3D arena titled REACTOR CONTROL. The player is a simple stylized capsule-bodied sci-fi hero with a dark glowing visor; use the selected hero’s accent color. Place them initially near the south side of a broad rectangular dark-blue fracture floor. Build the arena from simple low-poly geometry: a large 54 by 44 floor, scattered blue-gray rectangular cover walls, four glowing purple jump-pad cylinders near the corners, and a central circular reactor control zone with a glowing teal ring and four tall cyan-lit pillars. Use a dark navy background, fog, strong cool lighting, shadows unless low-performance mode is enabled, and a clean neon sci-fi visual style. Spawn five simple capsule bots: three red enemy bots and two blue allied bots, positioned on opposite sides of the arena. Enemies move toward and attack the player at close range, while bots can respawn after being eliminated. The player aims with the mouse and uses WASD movement in a third-person camera, with mouse look and pointer lock. Left mouse fires a hitscan-like shot toward the reticle, consumes ammunition, damages the nearest enemy in the shot line, awards credits, and builds ultimate charge; R reloads. Rift starts with 100 HP and 12 ammo; Bulwark has 180 HP and 5 ammo; other heroes use their listed health values: Volt 115, Patch 125, Gravity 120, Deadlock 105. Enemy attacks reduce player health, and reaching zero resets the player to the starting position, restores full health, and increments deaths after a respawn delay. The central objective is Reactor Control. When the player is within roughly the central five-and-a-half-unit radius, the blue capture meter advances unless nearby enemies contest it. Display a top-center capture meter, BLUE and RED score values, and a five-minute timer. Positive capture gives Blue score over time; enemy control gives Red score. The first side to reach 100 wins, or Blue wins ties when the timer expires. Show a victory/end panel with BLUE TEAM VICTORY or RED TEAM VICTORY, match score, eliminations, deaths, credits earned, build, and buttons for REMATCH and MAIN MENU. Implement the hero-specific abilities bound to E, F, and Q. E and F have cooldowns; Q is the ultimate and requires 100 percent charge. Ground the effects in these mechanics: Rift E teleports forward and Rift F is a forward dash; Bulwark E reduces incoming damage as a barrier and its Q further reduces damage; Volt E dashes forward and damages nearby enemies; Patch E restores health and Patch Q restores a larger amount; Gravity E pulls nearby enemies toward the player and Gravity Q lifts enemy bots; Deadlock E reveals enemies by highlighting them; other F abilities damage nearby enemies, with a visible combat feed message. Firing and eliminations increase ultimate charge, and ultimate use resets it. Add short synthesized firing/action sounds with a mute option. Add a FIELD SHOP opened with B, initially giving the player 120 credits and allowing at most three unique items. Display credits and item cards with exact tradeoffs: Phase Capacitor costs 80, +25% dash/blink recovery and -10% max ammo; Reactor Plating costs 90, -18% burst damage taken and -12% move speed; Echo Lens costs 75, reveals enemies after damaging them and +25% ability range; Overcharge Core costs 100, +40% ultimate charge from objective actions; Grav Boots costs 85, +35% jump height and air control. Buying an item subtracts credits and applies its stats; disable purchases when unaffordable, duplicated, or at three items. The in-game HUD should be unobtrusive but readable: top center objective, timer, capture meter and scores; fixed center circular crosshair; lower-left selected hero and role, current/max HP with orange-red health bar, and ◆ credits; lower-right E/F/Q ability cards with names, cooldown or READY state, ammo/max ammo and ultimate percentage. Include a combat feed near the upper-right for hit, elimination, damage, respawn, and ability messages. Show the controls hint: WASD move, mouse aim, LMB fire, E/F/Q abilities, R reload, B shop, Tab scoreboard, Esc pause. Esc opens a PAUSED overlay with RESUME and MAIN MENU. Preserve the dark translucent rounded panels, cyan borders/glows, muted blue-gray text, bold uppercase typography, and colored hero accents shown in the reference UI.