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Arcade › Drop Zone Sicily
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam Schuldes built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drop Zone Sicily yet. Play it, then tell Liam Schuldes what you would add next.
Drop Zone Sicily was built by Liam Schuldes 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 Drop Zone Sicily 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 2D top-down shooter titled “Drop Zone Sicily,” rendered on a full-screen HTML canvas with a smoothly following camera over a large 2600x1900 world. The setting is a fictional Sicilian/Italian town during World War II, represented with a stylized hand-sketched map on a vivid green field: an orange farm/storehouse compound at the upper-left, a grey concrete bunker/drop-point maze at the lower-left, and a large patterned villa compound on the right. Use rounded, irregular-looking grey wall strokes and solid buildings as blocking cover. The villa should have dark red, cream, and brown horizontal stripes with cream decorative arcs; nearby include a small ochre shed and a black-and-white cow-pattern courtyard. Add four small destructible supply crates in the open grass, drawn as brown wooden boxes with diagonal braces. Place a red painted arrow at the lower-left drop point pointing right, and label the destination “VILLA OBJECTIVE”; include a small map caption saying the red arrow marks the drop point and to push right toward the patterned villa. The player is a British paratrooper, shown as a compact top-down olive/khaki soldier with a darker helmet and a long rifle pointing in the aim direction. Start the player in the lower-left grey bunker around the red arrow, with three named AI squadmates nearby: Cpl. Evans, Pte. Miller, and Pte. Davies. Friendly soldiers use olive colors, have small cream identification marks, names above them, and health bars; enemies are opposing dark grey-brown soldiers with rifles and red health bars. Dead soldiers remain as dark flattened silhouettes. The player has 100 health; squadmates have 70 health. Core objective and loop: survive four enemy attack waves and then secure the right-side villa compound. Spawn wave 1 immediately with 7 enemies (5 + 2 per wave), and spawn later waves after roughly 2.6 seconds when the previous wave is cleared; the win state occurs when wave 5 is reached and there are no enemies, displaying “VILLA SECURED” with the score and a redeploy instruction. Enemies enter randomly from the four world edges, advance toward the nearest living friendly unit, use simple line-of-sight checks against buildings, fire when within about 310 world units and visible, and back away somewhat if closer than 190. Friendly AI follows the player in formation slots about 72 units behind relative to the player’s facing, finds visible enemies within 520 units, and fires automatically. The player loses if the player soldier dies, displaying “SECTION OVERRUN.” Implement powerful but slow bolt-action rifle combat: click or hold the mouse button, or press Space, to fire toward the mouse cursor; each friendly shot launches a bright short-lived bullet/tracer with slight spread, deals 38 damage, and has an approximately 0.88-second reload rhythm. Enemy shots use the same visible projectile style, deal 38 damage, and reload in about 1.25 seconds. Bullets collide with solid buildings and cover, damage destructible crates by 1 hit each, damage soldiers, and disappear on impact or after a short lifetime. Add small generated muzzle flashes, dust/hit particles, and simple rifle/hit/win synthesized sounds. Award 100 score for each enemy killed and track squad kills. Controls must support desktop and mobile. Desktop: WASD or arrow keys move the player, mouse aims, mouse click or Space fires, and R restarts. On touch devices show a translucent circular virtual movement stick at bottom-left and a large orange-red circular FIRE button at bottom-right. Tapping the canvas or controls when on the deployment/game-over screen restarts or deploys. Keep movement collision-aware against all buildings and walls, and clamp units inside the world. Use a restrained WWII field-poster visual language: bright green terrain, ochre/orange farm, pale grey concrete, patterned villa, dark olive UI panels, cream/gold text, red objective arrow, and compact illustrated soldiers rather than realistic sprites. Add a fixed HUD: top-left dark translucent panel titled “DROP ZONE SICILY” showing Health percentage, Section alive count out of 4, Wave capped/displayed as 1/4 through 4/4, enemy count, and Score. Top-right dark translucent objective panel reads: “Objective: follow the red arrow from the drop point, keep your section alive, and secure the patterned villa compound.” At launch show a centered translucent dark deployment card reading “CLICK TO DEPLOY” with “WASD move · Mouse aim · Click/Space fire · R restart.” At the bottom, show help text explaining that Lee-Enfield rifles are slow but powerful and the squad covers the flanks. On desktop hide touch controls; on narrow screens hide the objective/help as appropriate. Use readable condensed/typewriter-like title styling, cream text, subtle shadows, rounded panels, and responsive full-screen layout.