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ANIMAL WARFARE

  • 3d
  • fps
  • arena
  • shooter
  • animals
  • bots
  • neon
  • browser
0
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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by David Eko, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

Nobody has said anything about ANIMAL WARFARE yet. Play it, then tell David Eko what you would add next.

Your review will be public. Tell the creator what worked and one thing you would improve.

Make your own game

ANIMAL WARFARE was built by David Eko 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 ANIMAL WARFARE 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.

Read the build brief for ANIMAL WARFARE

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.

Rebuild “ANIMAL WARFARE” as a browser-based first-person 3D arena shooter with a polished dark neon competitive-game interface. Use an FPS camera with mouse look and a centered white four-segment crosshair. The player is a first-person animal operative, but the visible weapon is the main avatar cue: a dark metallic assault rifle held at the lower-right of the camera, with a cyan sight. The default character/loadout is “Cheater” (Common), with the “Panther Common AR.”

Main menu: show a full-screen dark navy/black overlay with a subtle radial/linear gradient and a centered translucent rounded panel. At the top use the cyan uppercase eyebrow “ORIGINAL BROWSER ARENA FPS,” followed by a huge two-line title “ANIMAL WARFARE” in a pink-to-gold-to-cyan gradient. Under it, show: “Fast team skirmishes with animal operatives, bright weapon skins, and zero borrowed assets.” Provide four selectable mode cards in a responsive grid: “1v1 · DUEL” / “Tight aim fights,” “2v2 · SQUAD” / “Fast small-team chaos,” “3v3 · PACK” / “Balanced skirmish,” and “4v4 · WAR” / “Full arena battle.” Make 4v4 selected initially with a cyan outline. Below are buttons: bright pink/orange gradient “DEPLOY,” plus dark ghost-outline “LOADOUT & CHARACTERS” and “PRIVATE ROOM.” Show progression text: Level 1, XP 0/100, Coins 250, and “Default: Cheater Common + Panther Common AR.”

When Deploy is pressed, hide the menu and enter a local bot match. The selected mode determines the number of animal bots using the displayed team size: spawn twice the mode number (2, 4, 6, or 8 bots). Use stylized animated fox animal models for all bots, scaled up, with alternating cyan/blue and pink/red material colors to imply two teams. Place them around the far side of the arena. Bots animate with an idle animation, pursue the player, turn toward the player, and periodically attack when close enough. Their attacks reduce player HP and armor; show a brief red damage vignette. If HP reaches zero, increment deaths, restore HP to 100 and armor to 50, and respawn the player at the starting position. The player starts with 100 HP, 50 armor, 30 rounds loaded and 90 reserve rounds. Firing consumes one round; use a center-screen raycast against bot meshes, dealing 34 damage per hit. Three hits eliminate a bot; on elimination increment eliminations, award 25 XP, increment the blue score, reset that bot’s HP, and respawn it at a random location toward the far end of the arena. When XP reaches 100, roll over XP, increase level by one, and award 100 coins. Keep the red score at its actual initial value unless implementing an equivalent grounded opponent score system is necessary; the original prototype displays it as 0.

Match HUD: top-left show a dark translucent chip reading “ANIMAL WARFARE · 4v4” (or the selected mode), and top-right show a chip with a two-minute countdown initially “02:00” and “PUBLIC.” Put a dark translucent scoreboard panel at upper-right with BLUE TEAM and RED TEAM rows and their scores, plus “Elims” and “Deaths.” Along the bottom, show an HP/ARMOR readout and a cyan/green horizontal HP bar on the left, control help on the right (“WASD move · Shift sprint · Space jump · C crouch/slide · Mouse fire · R reload · Esc menu”), and a large ammo counter on the lower-right showing “30 /90” and “PHANTER AR.”

The round lasts 120 seconds. Decrease the timer continuously and when it reaches zero pause the match and report the result as “ROUND COMPLETE — BLUE [score] / RED [score].” Escape toggles a paused menu overlay; resuming returns to the match. Support movement controls through the FPS controller: WASD movement, Shift sprint, Space jump, C crouch/slide, mouse aiming/firing, R reload, and Escape pause. Lock the pointer when starting or clicking to fire. Reload should take about 850 milliseconds, fill the magazine up to 30 from reserve, and automatically reload when trying to fire with an empty magazine.

Arena: build a rectangular enclosed combat space approximately 30 by 30 units, with a dark slate floor, dark blue-gray perimeter walls, and strong cyan/pink neon accents. Add a central cyan vertical/rectangular cover element, two pink horizontal cover barriers to either side of center, additional dark cover walls above and below center, and ten tall pillars arranged around a ring near the perimeter, alternating pink and cyan materials. Use soft shadows, a warm directional key light, cool cyan rim lighting, atmospheric dark fog, and a nearly black navy background. The visual style is clean, stylized, high-contrast sci-fi arena FPS UI combined with colorful low-poly/cartoon animal models.

Include a Loadout & Characters screen reachable from the menu. Use the same dark translucent rounded panel and show the eyebrow “LOCKER,” heading “Choose your operative,” and text explaining that 50 animal-themed slots are planned but this slice ships six stylized operatives with rarity-driven unlocks. Display six selectable cards with emoji/icon, name, rarity, and unlock status: 🦊 Cheater — Common — Unlocked; 🐺 Night Howler — Rare — Unlocked; 🦌 Ranger Stag — Rare — locked, Reach level 9; 🐻 Bruiser Bear — Epic — locked, Reach level 12; 🐯 Stripe Viper — Epic — locked, Reach level 15; 🐰 Pixel Hare — Legendary — locked, Reach level 18. The selected card has a gold outline. Provide BACK and EQUIP SELECTED buttons. Character selection changes the selected UI operative, while the default in-world setup remains the fox-based prototype presentation.

Include a Private Room screen from the menu with eyebrow “PRIVATE ROOM,” heading “Invite your squad,” text saying that users can share the room code but online networking is not connected and the match runs locally with bots, a large code “PAW-4821,” and BACK plus COPY CODE buttons. Keep all interface panels responsive, rounded, and readable on smaller screens, with pink primary buttons, cyan active outlines, muted lavender-gray supporting text, and gold highlights.

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