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Arcade › Armada Dusk
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bryson Stidham built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Armada Dusk yet. Play it, then tell Bryson Stidham what you would add next.
Armada Dusk was built by Bryson Stidham 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 Armada Dusk 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.
Rebuild a playable browser 3D game titled “Armada Dusk,” a third-person space-combat dogfighter set in a dusk-colored deep-space arena. Use a Three.js-style perspective camera behind and slightly above a small attack ship, with the ship centered in view and the camera following behind it; the ship aims toward the mouse/cursor and the camera looks forward along its heading. The scene should have a near-black navy background, roughly 2,200 glowing stars, blue and orange/purple translucent nebula smoke billboards, warm dusk key lighting plus cool blue rim lighting, floating station/debris chunks, and two opposing capital ships at opposite ends of the battlefield. The player controls a small allied attack craft called Strike Leader, starting near the allied formation. Build the visual from a compact colorful spaceship model, with a subtle point-light marker and a slight roll/bank while strafing. The flight model should be momentum-based: W accelerates forward, S brakes/reverses at reduced strength, A/D strafe laterally and cause banking, and the mouse aims/rotates the ship. Shift activates a speed boost that increases acceleration and top speed while draining a boost meter; the meter regenerates when boost is not being used. Keep ships inside a large spherical combat arena with a soft pushback at the boundary, and add basic obstacle avoidance around station chunks and capital ships. The objective is to destroy the enemy flagship, Night Vulture, before the player ship or allied flagship, Aegis Lance, is destroyed. Start with Aegis Lance around position (-40, 0, 120), Night Vulture around (50, 0, -120), and the player around (-10, 0, 52), with the flagships slowly drifting toward one another. Each flagship should be a large kit-bashed capital/station-like structure made from a large hull, additional base sections, side connector pieces, and a roof radar, with three attached gun turrets. The allied flagship and its turrets use cool blue/green visual accents; the enemy uses red/orange accents. Put station clusters and hulks around each flagship, plus three pieces of floating mid-field debris, including a connector, base, and radar-like object. These are obstacles, not separate objectives. Populate the allied side with three escort ships and the enemy side with four raider escort ships. Allied escorts should pursue nearby hostiles and use green/blue laser fire; enemy raiders should use red laser fire and occasionally fire missile volleys at nearby targets. Escorts should turn toward their targets, orbit when close, avoid obstacles, and fire only when sufficiently lined up. Turrets should remain attached to their host flagship, rotate toward the nearest hostile within range, and fire periodically. Flagships should drift slowly, find nearby hostiles, and fire periodic long-range primary shots. All entities have hull health, collision radii, team identity, and can be destroyed; destroyed models disappear and create bright spark/explosion effects. Killing enemy escorts increments the kill counter. The battle immediately ends in victory when the enemy flagship reaches zero hull, and in defeat if the player, allied flagship, or allied flagship’s survival objective is lost. Show an end modal with Victory or Defeat text and buttons to launch again or keep spectating. Give the player two weapons. Holding left mouse fires rapid primary laser cannons with alternating muzzle offsets, bright blue/cyan projectiles, short cadence, and impact sparks. Holding right mouse fires a four-missile homing volley on a cooldown; missiles should prefer the currently locked target, curve toward it, use warm yellow/orange allied visuals, and leave intermittent smoky trails. Enemy lasers should be red/orange and allied escort lasers green. Projectiles need finite lifetimes, collision checks against opposing entities, damage values, impact sounds, and larger explosion effects for heavy hits and destroyed flagships. Include the existing digital laser, missile-launch, hit, and blast sound style, while allowing playback to fail gracefully until browser audio is enabled. Create a polished HUD over the 3D view using translucent dark navy glass panels with thin blue borders, rounded corners, cool white text, cyan allied meters, red enemy meters, and amber boost styling. In the upper left show “Attack Ship,” “Kills 0,” the player Hull percentage and bar, and Boost with either “Ready” or a percentage and a bar. In the upper right show Target, range in meters, target name or “No lock,” target hull bar and percentage, plus Allied Flagship and Enemy Flagship hull bars. Put a centered objective banner that initially says “Destroy the enemy flagship” and a subline warning that escort pressure and turrets matter; update it after battle end. Place a circular crosshair with horizontal and vertical lines at screen center. When a hostile is under the crosshair, show a red four-corner target bracket projected around it and update its range/hull. Display temporary bottom-center battle messages such as the sortie start, escort warning, missile lock, and victory/defeat text. Keep a lower-left hint panel showing controls and the tactical hint: thin escorts, knock out turrets, then burn down the enemy flagship; update hints when the flagship is damaged or player hull is low. Show an initial full-screen modal titled “Armada Dusk” with the description: “Third-person space combat around capital ships and station hulks. Slash through escorts, dodge turret fire, and crack the flagship before yours goes down.” Include a two-column controls grid: W/S thrust and brake, A/D strafe and bank, Mouse aim the ship, Shift boost burst, Left Click primary cannons, Right Click missile volley. Include a loading status and disabled loading button that becomes “Enter Battle” once fleet assets are ready, plus Reset Battle. On start, hide the modal and display a message such as “Weapons live. Break escort formation first.” Support desktop controls exactly as follows: W/S for thrust/brake, A/D for strafe, mouse movement for aim, left click for primary fire, right click for missile volley, Shift for boost, R to reset after battle, and a focus/lock action that selects the nearest hostile. Prevent the browser context menu. Support pointer lock for fine mouse control, with a fallback where cursor position on screen controls yaw/pitch. Also provide a touch fallback: a large virtual joystick on the lower left for movement, drag on the right side for aim, and circular lower-right FIRE, VOLLEY, BOOST, and LOCK buttons. Touch controls should be visible on coarse pointers/mobile layouts and pointer events should not scroll the page. Use responsive HUD sizing and safe-area-aware positioning.