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Arcade › Cyber Square
Click the game above and it runs right here in your browser. No download, no installer, no account needed. udeni sampath built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cyber Square yet. Play it, then tell udeni sampath what you would add next.
Cyber Square was built by udeni sampath 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 Cyber Square 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.
Create a browser-playable first-person 3D survival shooter titled “Cyber Square.” Use Three.js or an equivalent WebGL engine with a 72-degree perspective FPS camera, pointer-lock mouse look, and a player controller that supports WASD movement, jumping with Space, gravity, and a movement speed around 8. Place the player at the near edge of a large dark futuristic city square, looking toward three glowing purple alien portals at the far end. The environment should be a very dark navy/black neon cyberpunk arena: a 90-by-90 flat square floor with a subtle luminous grid, sparse blocky skyscraper towers around the perimeter, alternating cyan and magenta emissive accents, and a row of thin cyan/magenta street beacons. Use atmospheric fog so distant geometry fades into the dark background. Add cyan/magenta lighting, metallic dark materials, bloom-like emissive glow, and hard-edged low-poly architecture. The tone is arcade cyberpunk rather than realistic. At the far end of the square, create three portal spawn points positioned left, center, and right (approximately x=-15, 0, 15 and z=-28). Each portal is a rotating, glowing violet torus with a dark translucent circular core. Spawn humanoid two-legged alien robot enemies from these portals, using an animated low-poly/cyberpunk robot model if available. Enemies begin near the portals and continuously walk toward the player. Give each enemy 1 hit point, a movement speed of roughly 1.8 plus 0.12 per wave, and have it rotate to face the player. When within about 2.2 world units, stop and attack every 0.75 seconds, dealing 7 damage to the player. Cap the active enemy count at 24. Spawn enemies about every 1.8 seconds, with the interval shortening slightly as the wave increases, but never below about 0.55 seconds. The main goal is to survive and shoot the incoming robots. Put a small glowing cyan rifle muzzle/weapon shape at the lower-right edge of the first-person camera. Keep a circular cyan crosshair with horizontal and vertical center lines fixed at the middle of the screen. On left mouse click, fire from the camera center using a raycast: consume one round, enforce approximately 0.14 seconds between shots, play a short digital laser sound, and show a very brief bright cyan laser bolt extending forward. A centered hit instantly destroys an enemy, awards 10 points, and creates a burst of about 18 small cyan and hot-pink particles that fly outward and fall under gravity. If the player attempts to fire with zero ammo, automatically refill the magazine to 30. Press R to reload/refill to 30 at any time. Enemies have no ranged attacks or projectiles. Track player health starting at 100, ammo starting at 30, score starting at 0, and wave starting at 1. Increase the wave up to 9 based on score, advancing roughly every 100 points (for example wave = 1 + floor(score/100), capped at 9). End the game when health reaches zero: stop gameplay, show a red damage flash around the screen, and display an overlay saying “CITY OVERRUN” with text showing the final score and that the portals consumed the square. The button should change to “RESTART” and reset health, ammo, score, wave, enemies, particles, and player position when clicked. Build a fixed HUD over the 3D view. Across the top, show four dark translucent panels with thin cyan borders and cyan glow: “VITALS” with “100 / 100” and a horizontal health bar that transitions from hot pink to yellow; “AMMO” with “30 / ∞”; “SCORE” as a four-digit zero-padded value such as “0000”; and “WAVE” with the current number. Keep the HUD text pale cyan with a subtle neon text shadow. At the bottom center show the instruction strip: “WASD move · mouse look · click fire · SPACE jump · R reload.” On first load, cover the scene with a dark translucent overlay and a centered rectangular modal card with a magenta border and glow. The card should have the large glowing pink title “CYBER SQUARE,” the description “Defend the city from incoming alien machines. Click to lock your aim and begin the assault.” and a cyan-bordered button labeled “ENTER THE SQUARE.” Clicking it starts/resets the game and requests pointer lock. Keep the visual design crisp, minimal, neon, and high contrast, with the title screen appearance matching a dark futuristic city silhouetted behind a pink-and-cyan interface card.