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Arcade › Chrome District
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adi P built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chrome District yet. Play it, then tell Adi P what you would add next.
Chrome District was built by Adi P 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 Chrome District 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.
Rebuild a playable browser-based 3D third-person neon arena shooter titled “Chrome District.” Use Three.js-style rendering with a dark navy-black world, fog, soft shadows, ACES-like cinematic exposure, and a 46x46 flat square arena floor. The floor should be dark blue-black with a subtle metallic finish and a glowing cyan grid made from lines every 2 world units. Use a perspective third-person camera (about 62-degree field of view) following the player from behind at roughly 6 units distance, with the player centered in the lower half of the screen and a small cyan crosshair fixed at screen center for aiming. The player is a small hovering/futuristic drone at approximately (0, 0.65, 8): a faceted pale-cyan glowing icosahedron body with a magenta emissive torus ring horizontally around it. The player can move with WASD or arrow keys; support sprinting while holding Shift. Aim with the mouse/camera direction. Clicking the canvas, pressing Space, or pressing and holding the on-screen FIRE button shoots. On touch/mobile, the FIRE button is a large circular control at the bottom-right. Do not add a health, lives, or damage-to-player system because none is present in the reference mechanics. Populate the arena with sparse cyber-industrial cover and district props. Add three blue-purple structural barrier models around the central/forward area, approximately at (-1,0), (1,0), and (0,-4), rotated in 90-degree increments. Add five space-station-style containers at (-5,1), (-3,3), (5,-1), (7,2), and (-8,7), alternating rotation, plus two larger commercial building/tower props toward the rear left and rear right around (-10,-7) and (10,-9). Props should be chunky industrial geometry with blue-violet surfaces and strong shadows, matching the visible screenshot’s elevated rectangular barrier frames and hanging/gold cylindrical or block-like details. Place eight hostile hunter drones around the arena in a broad ring: initial positions approximately x=cos(i*0.78)*9, z=sin(i*0.78)*9-2, y=0.7 for i=0..7. Each hunter is a magenta/pink emissive low-poly octahedron with a thin pale-pink horizontal torus ring. They bob vertically and face the player. Hunters slowly home toward the player when farther than 3 units, at only about 0.35 units/second, but they have no visible attack behavior. Each begins with 1 HP. A successful shot aimed within about 1.15 world units of the camera ray hits the nearest living hunter; destroy it and award 100 points. Shots are represented by a brief straight glowing tracer line from the camera position toward the aim direction, colored hot pink for normal fire or gold for burst fire. Start the HUD with score 0000 and weapon state “WEAPON: PULSE // DMG 1.” The default PULSE weapon fires no faster than once every 180 ms and deals 1 damage. Add three rotating, bobbing gold weapon pickups at (-6,0.9,6), (6,0.9,5), and (0,0.9,-8). They should be small metallic gold bars/cores surrounded by thin gold torus rings. The first and third are RAPID pickups: collecting one by moving within 1.5 units changes the HUD to WEAPON: RAPID // DMG 1 and reduces shot delay to 90 ms. The middle pickup is a BURST pickup: collecting it changes the HUD to WEAPON: BURST // DMG 2 and changes shot delay to 260 ms; its tracers are gold. Pickups disappear permanently after collection and living enemies remain otherwise unchanged. Display the current score with four zero-padded digits and update it by 100 per destroyed enemy. Use a dark sci-fi HUD over the 3D view. At the upper-left, show a translucent nearly black rounded rectangle with a thin cyan border and subtle cyan glow. It contains bold white “CHROME DISTRICT,” a large score line such as “SCORE 0000,” the current magenta weapon line, and the small muted-blue subtitle “CYBER ARENA // SECTOR 09.” At the top center show magenta uppercase “DROP ZONE ACTIVE.” Put a glowing cyan plus-shaped crosshair in the exact screen center. At the bottom center show the two-line/multiline instruction text: “WASD / arrows to move · mouse to aim · click or FIRE to shoot · Shift to sprint,” in muted light blue on a translucent dark backing. Put a 76px-ish magenta outlined circular FIRE button in the lower-right, with translucent pink fill, magenta glow, and white bold “FIRE” text. Keep the screen responsive and hide overflow. Overall art direction: minimal cyberpunk arena, neon cyan and hot pink accents, dark foggy background, low-poly geometry, blue-violet industrial structures, gold pickups, and cinematic soft shadows.