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Call of Louie

  • 3d
  • fps
  • survival
  • shooter
  • arcade
  • wave-based
  • browser
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. Louie Presidentkingshellz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Call of Louie yet. Play it, then tell Louie Presidentkingshellz what you would add next.

Make your own game

Call of Louie was built by Louie Presidentkingshellz 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 Call of Louie 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 Call of Louie

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-based first-person FPS survival shooter titled “Call of Louie” using Three.js. Show the game from a head-height first-person camera in a square, walled training yard approximately 48 by 48 world units. The player starts near the south side at (0, 1.65, 8), facing toward the yard, and carries a gold-colored pistol visible in the lower-right of the screen. Add a centered gold crosshair that turns bright red briefly when a shot hits an enemy.

Build the arena with a textured green grass/wet ground plane, four dark blue-gray concrete perimeter walls, a central low bunker, and two low side cover blocks. Include pirate-style crates and barrels as cover. Add floor lane markings and graphic elements: a gold center runway, red danger lane to the north, blue reload lane to the west, green target lane to the south, diagonal gold markings, directional arrows, shootable target boards, and multiple framed graphic boards around the walls. The boards should visibly use text such as “CALL OF LOUIE / GOLD RANGE,” “RELOAD / R / X BUTTON,” “AMMO LOW? / FIND PICKUPS NEXT,” “HIT TARGETS / RED MARKER = HIT,” “SOUTH CENTRAL / GOLD STREET RANGE,” “RESPECT / THE BLOCK,” “HOOD HEROES / SURVIVE THE WAVE,” and “CRUISIN 91 / NO COPYCAT ASSETS.” Use the Kenney-style low-poly assets where available: a pistol, blocky character enemy, pirate crates/barrels, billboards, target boards, arrows, and an ammo pickup. Recolor the pistol metallic gold.

Set a stylized nighttime presentation: dark blue starry sky dome with a visible moon and glow, blue fog, cool moon key light, rim light, warm/cool lamp posts around the corners and center, colored spot beacons, shadows, edge highlights, and ACES/high-definition tone mapping. Add wind-blown blue rain streaks that follow the player and animated splash rings on the wet-looking ground. Keep the visual style as polished low-poly arcade FPS: strong silhouettes, colored emissive accents, soft shadows, glowing lamps, glassy HUD panels, and readable yellow/white/red/blue/green signage.

The core loop is wave survival. When the player presses Start mission, spawn Louie bots at perimeter locations around the yard (roughly [-14,-14], [0,-18], [14,-14], [-18,0], [18,0], [-12,14], [12,14], with jitter). Wave 1 contains enemiesPerWave + floor(wave*1.5), i.e. 7 bots, and later waves increase accordingly. Enemies are blocky low-poly characters that rotate toward and chase the player. Normal bots move toward the player and damage health continuously if they reach close range. Some bots are shooters: mark them with a small red sphere above their heads; when 4.2 to 18 units away they stop and fire periodic red tracer shots. Enemy shots should raycast against the arena cover so concrete blocks, crates, barrels, and other shootable props can block the shot and create an orange impact spark; unobstructed shots hit the player and reduce health by a small wave-scaled amount (up to 7), with an on-screen warning advising the player to use cover.

The player moves with WASD or arrow keys and aims with mouse pointer lock. Left click fires exactly one shot per click/tap, not automatic spray while held. Support Xbox/browser Gamepad API controls: left stick moves, right stick aims, right trigger fires one shot on trigger press, and X (gamepad button 2) reloads. Support mobile touch controls with a left virtual movement pad, right virtual look pad, a red FIRE button, and a yellow RELOAD button. Starting the game should request pointer lock where possible.

Implement the gold pistol as a 12-round magazine with 72 reserve rounds initially. Display ammo as “12 / 72.” Each shot consumes one round, has a roughly 130 ms cooldown, produces a brief muzzle flash and gun kick, plays a laser-like shooting sound, and creates a fast gold tracer from the muzzle to the center-screen raycast hit point. Hits on enemies create a red impact spark and red hit crosshair; misses create a gold impact spark at the hit surface or at a distant ray endpoint. Press R, gamepad X, or the mobile RELOAD button to reload over about 1.25 seconds, transferring enough reserve ammo to fill the 12-round magazine. If the magazine is empty and reserve ammo exists, attempting to shoot starts reload. Show a reload message and prevent firing during reload.

Place five blue-and-gold glowing ammo pickups around the arena at approximately (-13,-5), (13,-5), (-14,12), (14,12), and (0,-11). They bob and rotate. Walking within about 1.35 units collects one, removes it, adds up to 24 reserve rounds (capped at 120), awards 25 score, shows a pickup message, and auto-reloads if the magazine is empty. Respawn all pickups at the beginning of each new wave. Shooting an enemy deals 45 damage; enemies have 100 health, so three hits kill one. A kill awards 100 score and briefly flashes the enemy yellow before playing a death animation/removing it. When all enemies are dead, increment the wave, refresh ammo pickups, and spawn the next wave after a short delay.

Keep the HUD fixed over the 3D view. At top-left show the yellow title “CALL OF LOUIE.” At top-right show a translucent dark panel with Score, Health, Wave, and Ammo; initialize it to Score: 0, Health: 100, Wave: 1, Ammo: 12 / 72. Put the crosshair at screen center. Show contextual centered messages such as “WASD to move, mouse to aim, click to fire. R reloads. Xbox: sticks aim/move, RT fire, X reload,” wave announcements, low-ammo/reload notices, enemy shooter warnings, and pickup results. Put a rounded gold gradient “Start mission” button near the lower center; after health reaches zero, stop gameplay, release pointer lock, show “Restart mission,” and display a mission-failed message with the final score. On touch devices show the virtual controls; on desktop show a small bottom-left tip explaining pointer lock, reload, and Xbox/remote-play controls. The game should be an actual playable browser game, not a slideshow.

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