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Arcade › War Hero
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mmg351107 built it with Cinevva, so it works on a phone or a tablet too.
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War Hero was built by mmg351107 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 War Hero 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-playable 3D first-person shooter titled "War Hero // Beachhead" set on a stylized World War II D-Day landing beach. Use Three.js or an equivalent real-time 3D engine with a first-person camera, mouse-look aiming, a centered pale-gold four-line crosshair, WASD or arrow-key movement, Space to jump, and left mouse click to fire. The player begins at the landing zone at approximately (0,0,68), facing inland toward negative Z. Movement should feel like an FPS with speed around 8, jump speed 9, gravity -24, and a reasonable slope limit. Build a large sandy battlefield: a broad tan beach/ground plane, a darker wet-sand strip near the water, and blue-green English Channel water at the far seaward edge. Add subtle scattered circular sand patches and foam marks. Light the scene with warm sunlight, cool fill light, soft shadows, and a hazy blue-gray atmosphere/fog. Scatter roughly 28 small gray-brown box-like obstacles/rocks, rows of dark green-gray bunkers around the inland beachhead, and many low brown logs. Farther inland, add a jungle/tree area of simple brown trunks and dark green conical crowns. Populate the field with 12 blue-soldier enemy bots using animated low-poly soldier characters. They carry simple dark rifles, cast shadows, and use local AI: when within 70 units of the player, face the player and move toward them until roughly 9 units away, then attack periodically. Enemy shots have a chance to remove 8 HP and briefly show a strong red damage border around the screen. Enemies start with 100 HP. When killed they disappear, increment the kill count, and respawn after 2.5 seconds at a random inland position. The player starts at HP 100; if HP reaches zero, reset HP to 100, return the player to the landing zone, reset the mission sequence to the first objective, and show a temporary banner reading "You were hit — regroup at the landing zone". Implement five selectable weapons with the exact loadouts and firing behavior: RPG (4 ammo, 100 damage, 900 ms fire interval), AK47 (30 ammo, 28 damage, 150 ms interval, selected by default), Revolver (6 ammo, 45 damage, 420 ms interval), Sniper (5 ammo, 120 damage, 1100 ms interval), and Shotgun (8 ammo, 22 damage, 700 ms interval). Let the user select them with the on-screen buttons or number keys 1 through 5. Each shot consumes one round, is blocked when out of ammo or before the weapon's fire interval, shows a brief warm muzzle flash, and raycasts from the camera forward up to 80 units to damage the first enemy hit. Show a simple first-person weapon model at the lower-right of the view, changing its color/form slightly by weapon; include a larger tube-like RPG, a scope on the sniper, and a wider shotgun barrel. Create seven sequential objective markers, each represented in the world by a glowing pale-gold ring on the ground, a short pole, and a red flag. The player advances when within 7 units of the current marker, with a brief centered mission-complete banner. Use these exact mission labels and approximate positions: 1) "REACH THE BEACHHEAD" at (0,48,0); 2) "CAPTURE THE BUNKER LINE" at (-36,0,-18); 3) "SECURE THE RADIO TOWER" at (42,0,-48); 4) "PUSH THROUGH THE JUNGLE" at (52,0,-82); 5) "ENTER THE PLANE INTERIOR" at (-50,0,-78); 6) "SEARCH THE COCKPIT" at (-50,1,-71); 7) "RAISE THE VICTORY FLAG" at (0,0,-108). After the seventh is completed, show the banner "War Hero — all missions complete!" and change the objective display to "ALL MISSIONS COMPLETE". At the inland left side, model a crashed/abandoned gray military aircraft around the last two objectives: two long fuselage side pieces, a wing, tail, cockpit roof and cockpit frames, plus a dark enclosed interior with floor, side walls, tail wall, overhead beams, cockpit console, and two brown seats. The fifth objective should lead into the plane interior and the sixth to the cockpit area. Do not make the player model visible in first person, but use a soldier asset internally if desired. Use a dark translucent glass-like HUD over the gameplay. At the top, show a rounded full-width bar with gold uppercase title "WAR HERO // BEACHHEAD" on the left and live counters on the right: "HP 100 · KILLS 0 · BOTS 12" (updating as gameplay changes). Near the top center show the objective label in small spaced gold uppercase text. Above it show the instruction panel: "WASD / arrows to move · mouse to aim · click to fire · Space to jump · bots are local AI". Put the crosshair exactly at screen center. At bottom-left, show a rounded "LOADOUT · AMMO 30" panel with buttons labeled RPG, AK47, Revolver, Sniper, and Shotgun; highlight the selected weapon in ochre/gold and update ammo live. Use a subdued palette of sand tan, bunker gray, military green, blue-green water, warm gold UI accents, and dark charcoal translucent UI panels, matching the minimalist low-poly cinematic style visible in the reference: the HUD is prominent while distant game geometry may be subtle in fog. Include responsive sizing for narrow screens, temporary centered notification banners, and the red full-screen edge hit effect.