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Cube Strike

  • 3d
  • first-person
  • arena-shooter
  • arcade
  • wave-survival
  • mobile-friendly
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. pattoncbp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cube Strike yet. Play it, then tell pattoncbp what you would add next.

Make your own game

Cube Strike was built by pattoncbp 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 Cube Strike 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 Cube Strike

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 first-person 3D arena shooter titled “Cube Strike.” The player stands in a dark, circular sci-fi arena with a radius of about 26 units, viewed through a 75-degree first-person camera at eye height. Use a Three.js-like low-poly presentation: a dark blue/black foggy background, a charcoal-blue circular floor, a glowing raised outer ring, and a visible square grid across the floor. Light the scene with soft ambient light plus a cool directional light and cast shadows. Place scattered rectangular cover blocks and thin cylindrical pillars around the arena; cover should block player and enemy movement. The player is not visibly modeled, and the crosshair is a small white plus at screen center.

The core loop is: shoot red cube-shaped robot enemies before they reach and damage the player, clear the current wave, then automatically begin the next wave after roughly 1.8 seconds. Start with wave 1 and spawn 3 + wave enemies (4 on wave 1). Enemies are red rectangular cubes approximately 1.2 wide, 1.8 tall, with a bright pale/red glowing horizontal eye panel on their front. Each enemy has 3 hit points initially, with a small HP increase as waves rise, and moves toward the player at increasing speed. If a direct path is blocked by arena cover, enemies should try to sidestep around it. They bob slightly while moving, face the player, and attack when within roughly 2.2 units, dealing about 10 damage plus a small wave-based amount every 0.8 seconds. The player begins with 100 HP; reaching zero ends the game. Defeating an enemy awards 10 score and has about a 28% chance to drop a floating green low-poly health pickup. Pickups slowly bob and rotate and restore 18 HP when collected, capped at 100.

The player moves at speed 11 with WASD or arrow keys relative to the camera facing direction, collides with cover and the circular arena boundary, and can jump with Space using a short gravity-based jump. Aim with the mouse: on desktop, request pointer lock and use mouse movement to control yaw and pitch; clamp pitch to about -1.2 to 1.2 radians. Click-and-hold fires repeatedly with a 0.16-second cooldown. Each shot is a forward ray from the camera; a hit reduces one enemy HP, briefly flashes the enemy emissive material, and destroys it at zero HP. Show a brief warm-colored tracer/muzzle flash for every shot. The player can also pause with P; show a centered pause overlay with a resume button. Press R after game over to restart from wave 1.

Support mobile touch controls matching the shown interface: a translucent circular movement joystick in the lower-left with a smaller draggable thumb, a large translucent look pad in the lower-right, a round FIRE button above/right that shoots while held, and a smaller JUMP button between the look pad and FIRE button. Touching the start controls should begin the game. On desktop, the game can begin from the centered start button or mouse input.

Use three repeating arena layouts, changing on each new wave: “Drift Yard,” “Ring Run,” and “Split Forge.” Drift Yard should have irregular scattered blocks, including a central block and offset cover lanes; Ring Run should emphasize rectangular walls around the perimeter and a central block; Split Forge should have two long parallel walls forming lanes, additional end walls, side blocks, and a central taller block. Give each layout a distinct but restrained palette while preserving the dark neon sci-fi style: Drift Yard blue-gray, Ring Run muted green-gray, and Split Forge dark reddish. Change floor, outer ring, grid major/minor lines, obstacle colors, fog/background, and pillar arrangement per layout. Add irregular thin pillars around the outer area as visual props.

HUD: show three dark rounded rectangular panels along the top edge: “Score: 0” at upper left, “HP: 100” centered, and “Wave: 1 · Drift Yard” at upper right (the wave panel includes the current arena name). On the initial screen, show a large centered dark translucent rounded panel with the title “Cube Strike,” the instruction “Shoot the red bots. Clear each wave to survive.”, desktop controls “WASD move, mouse aim, click shoot, Space jump.”, mobile controls “Phone: left pad move, right pad look, big button shoots.”, and a coral/red “Tap to Start” button. When the player dies, retain the HUD and show a centered overlay reading “You were wiped out,” the final score and wave, and “Tap restart and clear a bigger wave.” with a restart button. Use subtle red screen damage flashing when hit and a brief shot flash when firing. Keep the overall style clean, dark, futuristic, geometric, and arcade-like, with no extra weapons, enemy types, or mechanics.

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