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Dover Uprising

  • 3d
  • first-person
  • action
  • brawler
  • arcade
  • sci-fi
  • low-poly
  • rescue
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. Zachary Bonifield built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dover Uprising yet. Play it, then tell Zachary Bonifield what you would add next.

Make your own game

Dover Uprising was built by Zachary Bonifield 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 Dover Uprising 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 Dover Uprising

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 creature-brawler game titled “Dover Uprising.” The player is a Dover-Demon-inspired alien in a fortified fictional urban territory controlled by the Block Directorate. The objective is to break the regime’s control by finding and rescuing four captured creators, including Schlep, from glowing cages while fighting hostile robot/mech guards. Use original low-poly/CC0-style assets and keep the regime fictionalized as the Block Directorate.

Camera and presentation: use a first-person perspective with a roughly 74-degree perspective camera at eye height around 1.55 units. The player should not see a full body, but should see two pale mint-green alien clawed hands in the lower foreground, with small light claw tips. Make the hands subtly bob and thrust forward during attacks. Use a dark nighttime sci-fi look: deep navy-black sky/background, fog extending through the yard, cold cyan/white ambient and directional lighting, and a red alarm point light in the distance. Render shadows, subtle bloom-like emissive effects, and a clean neon cyberpunk HUD.

Build a large square concrete fortified yard approximately 88 by 88 units, bounded by tall dark walls on all four sides. Add faint blue-gray grid lines and two darker roads: a north-south avenue about 8 units wide and an east-west cross avenue around z=-15. Populate the yard with low-poly commercial/city buildings around the perimeter and center approaches, including structures at approximately (-13,-22), (12,-23), (-20,-7), (21,-5), (-17,13), (18,16), and (0,29). Add scattered gray supply crates as solid obstacles. Place propaganda signs with dark panels and pink/red borders reading “OBEY THE FEED,” “CREATORS HELD HERE,” and “NO FREE SERVERS,” with smaller text “FICTIONAL BLOCK DIRECTORATE.” Include a friendly alien/Dover Demon statue or reference model near (-4, 9), facing back toward the yard.

Place four creator cages at the corners/outer regions: Schlep around (-27,-25), CreatorOne around (27,-24), CreatorTwo around (-28,23), and CreatorThree around (24,26). Each cage is a visible metal frame: a square metal base, four thin vertical posts, a glowing mint/cyan orb inside, and a bright rotating glowing ring above it. Cages are initially solid obstacles and disappear once rescued. The player must approach within roughly 2.9 units and perform a claw attack to free the occupant; show a message when close saying “Claw the cage to free the creator.” Rescue messages should distinguish Schlep (“Schlep is free. Keep going.”) from the other captured creators. Winning occurs immediately when all 4 are rescued, with a victory message that the creators escaped and the Block Directorate lost control.

Spawn eight animated low-poly mech guards at approximately (-9,-8), (8,-9), (0,-24), (-21,13), (20,15), (0,25), (18,-23), and (-18,-22). Give each 70 hit points. They patrol/return near their spawn locations when the player is distant, but chase the player when within 24 units. They move at about 2.35 units per second while chasing, face the player, and use walk/run/idle/punch/hit/death animations if available. At melee range below approximately 2.35 units, a living guard attacks about once every 1.05 seconds and removes 9 health. Destroy guards by facing them and clawing: attacks have a short cooldown of about 0.42 seconds, reach 3.4 units, and only hit targets within a forward cone of about 0.58 radians. Each claw strike deals 34 damage, so a mech requires three successful strikes. Play a heavy punch/impact sound on attacks and hits. Show feedback such as “Claw strike landed,” “A Directorate mech collapses,” “Swipe closer — claws only hit what is in front of you,” and “A Directorate mech hits back.” Hide defeated mechs after their death animation.

Controls: start with a prominent centered gradient button labeled “START FIGHT.” Starting should hide the button, begin the action, and attempt desktop pointer lock. On desktop, mouse look controls the first-person camera after pointer lock. WASD and arrow keys move relative to the camera; movement speed is about 7.2 units/second. Space, F, or mouse click performs the claw attack. Clicking the game view should re-lock the pointer when active. Support touch devices with a four-direction on-screen pad (up, left, down, right) and a large circular pink/red gradient button labeled “CLAW.” Do not show mobile controls on fine-pointer desktop devices.

HUD: overlay the game with translucent near-black panels outlined in cyan/teal. At the upper left display “DOVER DEMON” in mint uppercase lettering and the mission line “Break the Block Directorate and rescue the creators.” Display stats for “Health 100,” “Rescued 0/4,” and “Guards 8” (updating live). Put a glowing mint star-like crosshair at screen center. At the bottom center show a translucent message box with instructional and contextual messages, initially “Tap Start, then use WASD + mouse. Click / Space to claw-strike.” During play use “Find the glowing cages. Claw guards before they surround you.” as the default reminder. On mobile, keep the message above the controls. Health reaches zero when overwhelmed: stop gameplay, show “You were overwhelmed. Tap PLAY AGAIN and strike faster,” and offer a “PLAY AGAIN” reload button. After rescuing all four, stop gameplay, show “Victory: the creators escaped and the Block Directorate lost control,” and offer the same replay option. Keep movement constrained inside the walls and implement collision against walls, buildings, crates, and active cages. Add a brief screen color/brightness damage vignette after a guard hits the player.

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