Arcade › Blockline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dogday built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockline yet. Play it, then tell Dogday what you would add next.
Blockline was built by Dogday 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 Blockline 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 playable first-person Three.js/WebGL FPS training-range game titled “BLOCKLINE: Training Range.” Begin on a dark navy, softly vignetted menu screen with a centered translucent charcoal/navy card, thin slate border, rounded corners, and shadow. The card shows a small yellow uppercase label “FPS TRAINING SLICE,” a large white BLOCKLINE title, the subtitle “Clear the modular range. Use fallen bots as cover when the arena turns hot.”, and a 2x2 button grid: bright blue Singleplayer, slate Multiplayer, slate Inventory, and slate Settings. Below it display the controls text: “WASD move · mouse look · Shift sprint · click fire · 1/2/3 weapons · 4 knife · E pick up corpse · R reload · F drop shield · Esc pause”. Singleplayer starts the live game; Multiplayer should visibly be a reserved/future option rather than a working network mode. Inventory opens a simple modal listing the four weapons and corpse shields. Settings opens a modal allowing a saved nickname, crosshair size slider, and crosshair color picker. The live game is a first-person camera in a large enclosed modular shooting arena, with a dark slate-blue floor and foggy navy background. Use soft hemisphere and directional lighting with shadows. Build a 120x120 floor and perimeter walls: yellow block sections on the far/back side and right side, blue sections on the near/front side and left side. Scatter colorful low-poly rectangular cover blocks and many small square crates throughout the range, using yellow, blue, gray, and red/slate materials. Place six animated blocky humanoid bot enemies at positions around the central range. Bots patrol when distant, approach the player when within roughly 26 units, and periodically shoot red tracer lines, dealing 7 HP damage. Their models should be simple animated Kenney-style blocky characters, rendered with shadows. Killing a bot makes it fall sideways onto the ground; count remaining living hostiles and increase score, though score need not be prominent in the HUD. Core goal: eliminate all hostile bots while surviving. The player starts at full 100 HP, with 12 rounds in the Pistol. Use a centered white four-line crosshair, a first-person weapon model visible at lower right, and brief colored tracer lines on every shot. Implement four selectable weapons: Pistol (12-round magazine, 28 damage, 0.24-second fire rate), Burst Pistol (18 rounds, 20 damage, 0.14 rate), Heavy Pistol (7 rounds, 48 damage, 0.42 rate), and Combat Knife (unlimited, 70 damage, 0.5 rate, short approximately 3-unit range). Number keys 1–4 switch weapons and reset that weapon’s ammo to its magazine capacity; left click fires, automatically starting reload when a firearm is empty; R reloads firearms with about a 1.1 second delay. Right mouse aims, moving the weapon toward center, narrowing the camera FOV from 75 to 52, and dimming the crosshair. Weapon recoil should visibly kick and settle after shots. Fallen bots are usable as cover: when near a corpse, press E to pick it up and attach it in front of the first-person camera as a carried corpse shield; incoming enemy fire from under 18 units is blocked while a shield is carried. Press F (or E while already carrying one) to drop it in front of the player. Show “SHIELD READY” in the weapon HUD while carrying it. Movement is FPS-style with WASD, mouse look, sprint on Shift, jumping with Space, gravity, collision against arena cover, and pointer lock after clicking the arena. Escape opens a pause overlay with Resume and Main menu. During play, display a restrained HUD over the 3D view: top-left brand “BLOCKLINE // [NICKNAME]” and objective “Eliminate hostile bots”; top-right translucent slate stat cards for HP with a green horizontal bar, Hostiles count, and Ammo in current/max format. Bottom-right show the weapon slot number and weapon name, with shield status below. Center the adjustable crosshair. At bottom center show a pill hint such as “Click to capture mouse · E picks up a corpse shield.” On narrow/mobile screens, show translucent touch controls: a left joystick area, JUMP, FIRE, E/shield, R/reload, and SWAP buttons. If HP reaches zero, stop the action and show the elimination message “You were eliminated — restart from Singleplayer” through the pause-style overlay. Keep the visual style clean, low-poly, dark military training range with saturated blue/yellow cover accents and minimal modern UI; do not add unrelated game modes, story, pickups, or features.