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Arcade › Bullet Bros

Bullet Bros

  • 2d
  • platformer
  • shooter
  • side-scroller
  • arcade
  • cartoon
0
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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. zdixon321 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bullet Bros yet. Play it, then tell zdixon321 what you would add next.

Make your own game

Bullet Bros was built by zdixon321 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 Bullet Bros 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 Bullet Bros

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 complete playable browser game titled “Bullet Bros,” a 2D side-scrolling platform shooter presented with Three.js using a fixed orthographic camera and simple flat, blocky cartoon geometry. The game should fill the browser window and use a sky-blue background (#87ceeb) with light fog. Show a long horizontal level from left to right; the camera follows the player smoothly as they advance, with a small camera shake on shooting and taking damage. Keep the presentation clean and intentionally low-detail: no textures, outlines, or gradients, just colored rectangles, circles, and simple polygon shapes.

Player and visuals: The player is a small blocky soldier near the bottom center of the view, made from a yellow-gold rectangular body, a smaller yellow rectangular head, dark reddish-brown rectangular legs, and a short dark navy/black gun projecting horizontally in the direction they face. Flip the player horizontally when facing left. The player has a rectangular collision box about 0.72 wide and 1.18 high. Start at x=0, y=-2.2 with 100 health. Use gravity around -24, horizontal acceleration toward a target speed of 6.8, and jump velocity around 11.3. The player can walk left/right, jump only while grounded, and is affected by platform collision from above and below as well as side blocking. If the player falls below the level, deal lethal damage. Briefly blink the player after damage.

Level layout: Build a horizontal level ending at x=92. Use four broad ground sections with green grass-colored tops and brown dirt bodies: centered approximately at x=8 (width 24, height 1.1), x=33 (width 18), x=56 (width 20), and x=82 (width 26), all around y=-3.4. Add raised rectangular platforms with orange-brown block tops/bodies and gray metal tops/bodies at these approximate positions: orange block at (15,-1.7), width 4.5; gray metal at (24,-0.7), width 4.2; orange block at (39,-1.25), width 4.8; gray metal at (49,-0.15), width 4.2; orange block at (64,-1.1), width 5.2; gray metal at (74,-0.2), width 3.8. The walkable ground and platform tops should be green, orange, or gray respectively, with brown dirt/block bodies beneath.

Background scenery: Add several simple blue angular hills behind the level around x=8, 25, 52, and 75, plus white puffy clouds made from overlapping white circles around x=4,17,31,45,64,82 at y roughly 2.4–3.2. Keep this scenery behind gameplay objects.

Enemies: Place six red blocky patrolling enemies approximately at (12,-2.48), (30,-2.48), (42,-0.42) on a raised platform, (58,-2.48), (70,-2.48), and (83,-2.48). Each enemy is a red rectangular body with a dark red horizontal visor and a short dark gun extending to its left. Each has 3 health, patrols back and forth around its spawn point with patrol radii approximately 3.5, 4, 3.3, 5, 4.5, and 4.8, reverses at the patrol limit or platform edge, and visually faces toward the player. Enemies collide with the player for 16 damage and knock the player back/up. When the player is within about 6.5 horizontal units and 1.4 vertical units, enemies periodically shoot dark enemy bullets toward the player, with roughly 1.7–2.5 seconds between shots. Enemy bullets travel at about 8.5 units/second and deal 12 damage plus knockback on contact.

Combat: The player fires small pale-yellow rectangular bullets from the gun in the facing direction at 14 units/second. Allow firing with J or K held, mouse/pointer click, or the mobile shoot button; rate-limit shots to one every 180ms and display infinite ammunition. Bullets disappear after about 1.4 seconds or when hitting a platform. Each player bullet deals 1 damage to an enemy; show a brief orange/red burst of about eight tiny square particles on hits. Destroy an enemy after three hits, remove it, and award 150 score. Show a small orange muzzle flash for about 0.08 seconds and mild camera shake when firing. Enemy projectiles should be distinguishable as dark navy/red-black rectangles.

Collectibles and goal: Place 16 gold circular coins at x positions [7,10,13,16,24,27,36,40,48,51,61,65,72,76,84,88], with vertical positions cycling approximately -1.55, -1.0, and -0.45. Coins rotate and visually squash/scale on the horizontal axis as they animate. Collect a coin when the player comes within about 0.75 units; hide it, award 25 score, and emit a brief gold particle burst. At the far right x=92, create a goal flag: a thin gray metal pole about 2.4 units tall rising from the ground and a simple green triangular pennant. When the player reaches x greater than about 91.2, award 500 score and end the game with a centered overlay titled “Extraction Complete” and body text “You reached the flag. Press R to run it again.”

HUD and game states: Overlay a fixed top bar. At upper left, show a dark translucent rounded panel reading exactly in the style “Score 0 · Health 100 · Ammo ∞,” updating score and health. At upper right on desktop, show a matching panel with help text: “Move: A/D or arrows · Jump: W/Space/↑ · Shoot: J/K/Click · Reach the flag while clearing enemies.” Use white bold system UI text, subtle shadow, translucent navy panels, rounded corners, and light borders. On death at health 0, stop gameplay and show a centered dark translucent message titled “Mission Failed” with “Press R to restart and storm the level again.” Include a small “Press R to restart” hint in the overlay. Pressing R resets the complete level, player, enemies, bullets, particles, coins, score, health, win/loss state, and HUD.

Controls: Desktop keyboard: A/D or left/right arrows move, W/Space/up arrow jump, J or K shoots, and R restarts. A pointer click anywhere that is not a HUD button shoots. On small or touch screens, show fixed bottom controls: circular left and right buttons, a green upward-arrow jump button, and a larger red circular shoot button. Holding these buttons should hold the corresponding movement/shoot keys. Hide the desktop help panel on small/coarse-pointer screens.

Use a responsive orthographic camera whose visible height is about 9 units and whose horizontal span adapts to aspect ratio. Smoothly track the player with horizontal target around player x plus 1.2 in the facing direction, clamped near the level bounds, and vertical target around player y plus 0.8. Render gameplay objects as flat meshes at distinct depth layers so background scenery stays behind the player, platforms, enemies, bullets, and effects. Include lightweight particle effects for impacts, muzzle flashes, coin pickups, and damage. The core loop is: run and jump through platforms, shoot patrolling red enemies, collect gold coins for score, survive enemy contact/projectiles, and reach the green flag at the end.

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