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Free Fire India Max

  • 3d
  • top-down
  • survival
  • shooter
  • arena
  • endless
  • 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. Devesh Yadav4141 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Free Fire India Max yet. Play it, then tell Devesh Yadav4141 what you would add next.

Make your own game

Free Fire India Max was built by Devesh Yadav4141 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 Free Fire India Max 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 Free Fire India Max

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 original 3D top-down arena survival game titled “Free Fire India Max,” explicitly presented as an original prototype rather than a clone and using only procedural/original geometry and textures. Use Three.js-style rendering with a perspective camera positioned high above the player and slightly behind (roughly at y=16.5, z=12.5), looking toward the player; smoothly follow the player. Render a dark cinematic neon scene with ACES-like tone mapping, soft shadows, fog, cool blue ambient light, a bright cool key light, and a subtle red rim light.

World and visual setting: make a circular arena with radius about 36, a dark blue-black floor and faint blue grid. Procedurally generate an India-themed floor decal: soft horizontal saffron/orange, white, and green bands plus a blue Ashoka Chakra wheel with 24 spokes centered on the arena. Add a subtle blue atmospheric/haze disk. Place a glowing blue circular safe-zone ring on the floor, initially radius 30, shrinking continuously at about 0.35 world units per second down to radius 8. The player takes about 12 damage per second while outside it and an “OUTSIDE ZONE” warning appears in the HUD.

Build the visible original landmarks/POIs as non-destructible cover and collision areas: at the center, a rocky “Summit” consisting of a dark cylindrical rocky base, a tall faceted mountain cone, a pale snow cap, and scattered rocks around it; at approximately world position (16,10), an “Old Factory” with a dark floor slab, roofless industrial walls, an east-side gate opening, blue crates, pillars, and a yellow hazard-striped block; at (-18,-10), a stylized white marble Taj-style monument with a rectangular base/body, central dome, four smaller domes, and four minarets; at (-6,18), an original stone Gate monument made from two pillars, a top bar, and a dark arch opening; and at (18,-14), a stylized Lotus monument with a round base, twelve pale petal cones, and a central core. Use axis-aligned collision volumes around factory walls/crates/pillars and landmark bases so the player and enemies cannot pass through them. Keep the arena boundary circular.

Player: use a glossy emissive cyan capsule character, about 0.45 radius and 0.8 capsule segment, standing above the floor, with a visible pale-blue directional arrow showing aim. Start the player at approximately (2,-18). Player stats are max/current HP 200, 5,000,000 Tokens, zero kills, movement speed 13.5, sprint speed 20.5, and a stamina meter internally ranging from 0 to 1. Sprint drains stamina and it regenerates when not sprinting. Add a short directional dodge with a 0.9-second cooldown, a brief 0.18-second invulnerability window, and an impulse toward the current aim direction.

Combat: the player has an automatic rapid-fire gun with a 12-round magazine, 48 reserve rounds at match start, 16 shots per second, and 20 damage per bullet. Left-click/touch shooting repeatedly fires small bright yellow-white spherical streak-like projectiles from the player toward the aim point. Projectiles travel quickly, live for about 0.9 seconds, disappear at the world edge, and damage enemies on contact. Press R or a Reload button to reload a partially empty magazine in about 0.6 seconds. Do not fire during reload. If the magazine is empty, play an empty-ammo feedback sound. Use simple synthesized audio: a sharp blip/puff for shooting, reload start/finish, pickup, hurt, dodge, kill, start, and game over; audio should initialize after the first user interaction.

Enemies: spawn six red emissive capsule enemies initially around the outer portion of the safe zone, avoiding landmarks and factory, then spawn additional enemies roughly every 0.7–1.2 seconds with a maximum of 20 active enemies. Each has 40 HP and moves toward the player at a randomized speed between about 6.2 and 9.0. If outside the safe zone, blend in steering toward the zone center. Enemies collide with the same world obstacles and deal continuous contact damage of about 22 HP per second. Flash their emissive intensity briefly when hit. On death remove them, increment Kills, and give about a 55% chance to drop a pickup.

Pickups: use floating rotating/bobbing cubes placed away from major landmarks and factory. Green cubes are health packs and restore 30 HP up to 200. Gold/yellow cubes are ammo and add 18 reserve rounds up to 120. Start with four random health/ammo pickups, then spawn one approximately every six seconds while fewer than seven exist. Pickups can also drop from defeated enemies.

Controls: desktop movement is WASD or arrow keys; aim with the mouse cursor projected onto the arena floor; shoot with left click; reload with R; sprint with either Shift key; dodge with Space; pause/resume with Escape. Also support touch devices with a left virtual joystick for movement, right virtual joystick for aim, and visible Shoot, Sprint, Dodge, and Reload buttons. Hide the desktop crosshair on touch devices; otherwise show a small crosshair following the mouse. The right-stick aim direction should persist when released.

HUD and menus: use a dark navy/black glass-like interface with thin blue borders, rounded rectangular pills, large light-gray/white text, and blue accent highlights. At the top display separate pills for “HP 200,” “Ammo 12/48,” “Kills 0,” “Tokens 5000000,” and “Time 0:00”; update all values live and format time as minutes:seconds. Put a centered start card over the initial scene with the title “Free Fire India Max,” subtitle “Original top-down survival prototype (not a Free Fire clone),” a two-column-ish controls list describing Move, Aim, Shoot, Reload, Sprint, Dodge, and Pause, and a large blue “Click to Start” button. Include the hint “Tip: click once to enable audio (browser policy).” During play, Escape opens a centered “Paused” card saying “Press Esc to resume.” When HP reaches zero, stop gameplay and show a centered “Game Over” card reading “You got [kills] kills in [time].” with a blue “Restart” button. Include a small footer note: “Prototype build — no copyrighted assets used.”

Gameplay is an endless survival score run: there is no victory or last-man-standing condition. Reset the zone, player stats, enemies, bullets, pickups, ammo, and timer on Restart. Ensure the initial start screen remains visible before starting, and keep the game responsive across desktop and mobile browser sizes.

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