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Bloodfall V1

  • 3d
  • first-person
  • arena-shooter
  • action
  • horror
  • retro
  • browser-game
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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. Jordan Shortreed built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bloodfall V1 yet. Play it, then tell Jordan Shortreed what you would add next.

Make your own game

Bloodfall V1 was built by Jordan Shortreed 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 Bloodfall V1 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 Bloodfall V1

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 “Bloodfall V1” as a dark first-person 3D arena shooter using Three.js or an equivalent browser 3D engine. The player is a compact blue/black metallic humanoid combat machine named V1, viewed through an FPS camera at roughly eye height, with a small black visor and bright yellow side fins/wings. Show a partial futuristic gun/arm at the lower right and a blue arm at the lower left. Use a wide perspective camera, a nearly black navy-purple sky/background with fog, and a large flat dark maroon hell arena. The floor must have a clearly visible glowing/dim red-purple square grid extending into the distance, bounded by tall nearly black walls; include outer walls and several transverse interior divider walls that form an elongated sequence of arena sections.

On entering, show a brief full-screen dark loading screen reading “LOADING BLOODFALL…” in spaced red text, then hide it and enable click-to-capture mouse-look. The player starts near the front of the arena, with seven enemies distributed down the long room. Enemies are simple grotesque low-poly red/flesh-colored “sinners”: an upright capsule-like body, oversized spherical head, dark open mouth, and a couple of pale teeth. Use two subtly different red variants. They continuously pursue the player when within about 18 world units, rotate to face the player, and move quickly; at close range they periodically perform a short lunge. If within about 1.35 units they damage the player continuously, with small blood sprays. There are no invented enemy ranged attacks or pickups; the implemented enemy behavior is chase, lunge, and contact damage.

Core gameplay is fast movement and fighting to survive. Use WASD for FPS movement, mouse look after clicking the canvas, Space to jump, left mouse button to fire, right mouse button for alternate fire, number keys 1/2/3 to switch weapons, and F to punch. Keep a centered white plus-shaped crosshair. Implement three selectable weapons with the displayed names and exact basic stats: “PIERCER REVOLVER” (0.32 second cooldown, 28 damage, cyan/blue visual), “CORE EJECT SHOTGUN” (0.7 second cooldown, 15 damage, yellow visual), and “NAILGUN” (0.08 second cooldown, 8 damage, orange/red visual). Firing uses a centered hitscan ray and can hit the nearest living enemy aligned with the crosshair, within 38 units. Right-click alternate fire doubles the weapon damage; when an alternate hit is close enough (under about 4.3 units), it also triggers the blood-fuel/health reward. Punch attacks the nearest enemy within 3.4 units for 32 damage with the default “FEEDBACKER” arm. The HUD should retain the arm label “FEEDBACKER.”

When an enemy is hit, flash its material with a dark red emissive effect and emit red blood particles. Enemies have 65 health; on death they shrink slightly and disappear after a short delay. Close-range attacks reward the player by restoring some health up to 100 and adding fuel. Blood particles fall/bounce briefly and, while near the player, restore health gradually (capped at 100) and add fuel. Start with HP 100 and FUEL 0. If HP reaches zero, stop gameplay and show a full-screen dark red/black death panel with large glitching red text alternating between “HA HA HA HA” and “YOU ARE DEAD,” plus “YOU ARE DEAD” and “PRESS R TO RESTART”; pressing R reloads/restarts the game.

The HUD is fixed over the 3D view. In the upper left display exactly: “MANKIND IS DEAD. BLOOD IS FUEL.” with the BLOOD IS FUEL portion red, followed by “HELL IS FULL.” in cyan/blue. At the bottom left show color-coded “HP 100” (red), “FUEL 0” (yellow), the current weapon name (cyan), and “FEEDBACKER” in light text. Near the lower center show the control hint: “CLICK TO CAPTURE • WASD MOVE • SPACE JUMP • LMB FIRE • RMB ALT FIRE • 1/2/3 WEAPONS • F PUNCH”. Maintain a bleak, minimalist retro-futurist/industrial hell aesthetic: sparse geometry, strong black shadows, red blood accents, cyan/yellow HUD colors, fog, and a low-poly enemy style. The game goal is simply to fight the approaching sinners and stay alive; there is no level-completion objective implemented.

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