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Battle Legends Army

  • 3d
  • third-person-shooter
  • mobile
  • arcade
  • military
  • low-poly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Saleem Baloch built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Battle Legends Army yet. Play it, then tell Saleem Baloch what you would add next.

Make your own game

Battle Legends Army was built by Saleem Baloch 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 Battle Legends Army 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 Battle Legends Army

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-friendly third-person 3D shooter titled “Battle Legends Army.” The player controls a blocky, toy-like soldier on a muted green-gray battlefield, viewed from behind and slightly above with a follow camera. Use a clean low-poly/block-character aesthetic with soft shadows, fog, subdued colors, and simple industrial military scenery. The player starts near the south end of a long dark paved road running through the battlefield, with a thin yellow center marking and short yellow side markings. Place scattered low gray cover walls beside the road, several industrial buildings around the perimeter, and a few large armored train-car/tank-like vehicles as static cover/decoration. Use a flat green ground plane extending beyond the road, a pale gray-green sky/background, directional sunlight, ambient fill lighting, and distance fog.

The player is a blocky soldier with a visible dark assault rifle held toward the forward direction. Spawn the player at approximately the south end of the road and place 10 blocky enemy soldiers at distributed positions around the battlefield, including along both sides of the road and farther north. Enemies begin idle/patrolling with small side-to-side patrol motion. When the player comes within roughly 24 world units, an enemy becomes alerted, walks toward the player at about twice patrol speed, faces the player, and periodically fires automatically if within about 20 units, dealing small random damage (about 5–10 health per shot). Enemies have 100 health. The player’s rifle fires forward from the camera center using a hitscan/raycast shot; each shot consumes one round, has a short fire-rate cooldown, and deals 50 damage, so two hits eliminate a normal enemy. Show enemy hit/hurt behavior and a brief death behavior before removing defeated enemies. The mission is complete when all 10 enemies are eliminated.

Give the player 100 health, a 30-round magazine, and 120 reserve rounds. Include reloading: reload only when not already reloading, the magazine is not full, reserve ammunition exists, and complete the reload after about 0.9 seconds; refill the magazine up to 30 and subtract from reserve. If health reaches zero, display “YOU DIED · RESPAWNING,” then reset the player to the starting position with full health after about 1.8 seconds and resume play. On eliminating all enemies, stop the active game and display “MISSION COMPLETE.”

Use an unobtrusive white plus crosshair at screen center, turning yellow while aiming. Build the HUD as large dark translucent rounded panels with white text: top-left “HEALTH 100” and a green health bar, top-right “AMMO 30 / 120” and “ENEMIES 10,” plus a centered pill-shaped banner reading “MISSION 1 · ELIMINATE 10 ENEMIES.” Keep the HUD and controls overlaid above the 3D view.

Provide touch controls matching the shown layout: a translucent circular virtual joystick at bottom-left with a movable inner knob for movement; at bottom-right, circular buttons labeled JUMP, FIRE, AIM, and RELOAD, plus a smaller rounded rectangular SPRINT button. FIRE should support press-and-hold automatic firing at the rifle’s rate limit; AIM should hold a closer camera distance (about 4.5 rather than 7) and change the crosshair to yellow; releasing AIM restores the normal follow distance. SPRINT should temporarily increase movement speed from about 7 to 10 while held. JUMP should perform a third-person jump with approximately 9 jump speed and gravity around -24. Also support desktop equivalents where practical: keyboard R reload and left Shift sprint, mouse click fire, and mouse/virtual pointer camera and movement interaction. Keep buttons dark translucent with white bold labels, rounded borders, soft shadows, and make FIRE red/orange when active. Ensure the composition works on a tall phone screen like the reference, with the soldier centered in the play area and the controls clearly visible without obscuring the mission HUD.

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