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Arcade › Dropzone
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abhishek Sharma built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dropzone yet. Play it, then tell Abhishek Sharma what you would add next.
Dropzone was built by Abhishek Sharma 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 Dropzone 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 low-poly 3D arena shooter titled “Dropzone.” Use Three.js with an overhead cinematic third-person camera that follows the player from above and behind, looking toward the player and the ground ahead. The scene is a compact circular military training ground: green terrain with a subtle square grid, foggy blue-gray sky/background, scattered low-poly trees around the arena (brown cylindrical trunks with dark green cone canopies), and several chunky rectangular bunker/obstacle blocks in muted olive and brown colors. The playable arena radius is about 48 meters, with solid collision on bunkers and an outer boundary. Show a green player soldier near the center of the arena, built from simple low-poly primitives: green box body, darker green vest, skin-colored spherical head, black rectangular rifle, and dark backpack. Spawn eight red enemy soldiers around the arena, each similarly modeled with red body and dark red vest. Enemies are AI-controlled: wander within the arena, pursue the nearest opposing soldier, strafe at close range, shoot when within roughly 18 meters, and steer back toward the center when near/outside the safe zone. Enemies should disappear when killed. The player wins when all eight enemies are eliminated; the player loses when health reaches zero. Core controls and loop: display a start overlay with the title “Dropzone,” the subtitle “Battle royale stripped down to the fight,” instructions “WASD move, mouse aim, click shoot. Stay in the ring.” and a blue “Deploy” button. Clicking Deploy starts the match and requests mouse pointer lock. Use WASD for movement, Shift for a faster sprint, mouse position/aim for direction, and hold left mouse/click to fire. The player’s rifle fires small glowing spherical projectiles toward the ground-plane mouse cursor, with a short fire cooldown, muzzle flash, and brief hit sparks. Player shots deal 26 damage; enemy shots deal 14 damage. Add simple synthesized shooting/hit/reload sounds if available. Give the player 100 health, a 24-round magazine, and 96 reserve ammunition. Press R to reload, taking about 1.15 seconds; automatically reload when trying to fire with an empty magazine. Press Space for a quick directional dodge/roll based on current movement input, lasting about 0.18 seconds, with a 1.2-second cooldown. Press P to pause/unpause. Press Enter after a match ends to restart. Enemies have 24-round magazines and effectively unlimited reserve ammo. Place ten floating, slowly bobbing and rotating cube pickups at random positions within the arena: mostly yellow ammo crates and occasional bright green medkits. Walking over ammo adds 36 reserve rounds up to a maximum of 180; walking over a medkit restores 30 health up to 100. When an enemy killed by the player dies, grant 18 reserve ammo and, with roughly 55% probability, spawn another random ammo or med pickup at its location. Implement a shrinking blue safe zone. Begin with a radius of 40 meters and a 20-second timer. When the timer expires, advance a phase, reduce the target radius by 5 meters (not below 8), and use progressively shorter timers down to a 10-second minimum. Smoothly interpolate the visible blue translucent ring toward the target radius. Every 0.5 seconds, damage any soldier outside the ring: 6 damage to the player and 8 to enemies. Display a status warning such as “Outside the safe zone!” or “Zone collapsing — move!” as appropriate. The storm ring should be a bright translucent blue circular ring on the ground. Add a fixed HUD over the 3D view using dark translucent panels with thin pale-blue borders and a clean Arial-like font. Top-left: “Health 100,” “Ammo 24/96,” and “Enemies 8.” Top-center: status text such as “Click to lock aim and start firing.” plus “Safe Zone 40.0m • Collapse in 20.0s.” Top-right: “Shift Sprint,” “Space Dodge,” “R Reload,” and “P Pause.” Keep a white circular crosshair with vertical and horizontal lines at the center of the screen. Use dark navy translucent styling for the HUD and start/end overlay, with a bright blue Deploy button. When the player dies, show the overlay heading “You Were Eliminated,” text “Hit Enter or Deploy to drop back in.”, change the button to “Redeploy,” and show “Match lost.” When the player eliminates all enemies, show “Winner Winner,” text “Arena cleared. Press Enter or Deploy to run it again.”, change the button to “Play Again,” and show “You won the match.” Preserve the clean, minimal, low-poly military visual style and the battle-royale survival emphasis; do not add networking, inventories, building, extra arenas, or unshown systems.