Arcade › Frontline Breaker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kian Jamher Herrera built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontline Breaker yet. Play it, then tell Kian Jamher Herrera what you would add next.
Frontline Breaker was built by Kian Jamher Herrera 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 Frontline Breaker 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 playable browser-based 3D first-person shooter titled “Frontline Breaker,” set in a muted, low-poly military combat lane called FRONTLINE BREAKER // SECTOR 07. Use a Three.js-style perspective FPS camera with a wide field of view, fog, soft shadows, and a gray-green overcast atmosphere. The player starts near the south end of a long straight combat road, facing down the lane toward enemy soldiers. Build a large flat gray-green ground plane, a darker 18-unit-wide road extending forward, tall dark perimeter walls on the left and right, and a back wall at the far end. Populate the lane with simple low-poly cover: tan rectangular crates in staggered positions, dark gray road barriers near the sides, and scattered tan/gray low-poly cylindrical debris. Keep the visual style deliberately simple and blocky, with subdued olive, charcoal, tan, and gray materials, directional warm sunlight, cool ambient fill, and distance fog. Before deployment, show a full-screen dark tactical menu card with the eyebrow text “FRONTLINE BREAKER // SECTOR 07,” title “TACTICAL RANGE,” and copy explaining: “Push through the combat lane, clear enemy waves, and keep your magazine topped off. Choose a weapon, then deploy.” Provide a prominent DEPLOY button and three weapon buttons: AR-4, AR-6, and AR-3. The selected weapon should be visibly highlighted. Deploy hides the menu and starts the operation; Escape opens a pause menu with title “PAUSED” and text about choosing another rifle or resuming the operation. The player is an armed soldier represented primarily by a first-person weapon viewmodel at the lower right. Include three selectable rifle viewmodels, loading them as modeled sci-fi assault rifles if asset loading is available: AR-4 VANGUARD, AR-6 SENTINEL, and AR-3 BREACHER. Display the current weapon name and metadata in a dark translucent box at bottom-right: AR-4 is “FULL AUTO · 5.56 NATO,” AR-6 is “CONTROLLED BURST · 5.56 NATO,” and AR-3 is “HIGH IMPACT · 7.62 NATO.” Weapon stats must be distinct: AR-4 magazine 30, 105 ms fire interval, 1 damage; AR-6 magazine 24, 175 ms interval, 2 damage; AR-3 magazine 18, 240 ms interval, 3 damage. Switching weapons refills the selected magazine and resets reserve ammo to 120, matching the original behavior. Core gameplay is to shoot and clear successive enemy waves. Spawn six animated blue-soldier humanoid enemies in the lane at approximately (-9,-14), (8,-20), (-7,-31), (10,-38), (0,-44), and (14,-29), with later waves shifted slightly farther forward and sideways. Each enemy has 3 hit points, awards 100 score on death, and uses idle, walk, hit-receive, shooting, and death animation states where available. Enemies detect the player within 27 units, turn toward the player, slowly advance at about 0.55 units/second while farther than 7 units, and attack in close range about every 1.4–2.4 seconds for 7 health. When all six are dead, increment the wave, briefly show a centered gold “WAVE CLEAR” banner, then respawn the next wave. Do not add other enemy types or mechanics. Use a centered white plus-shaped crosshair, with a temporary gold hitmarker on successful hits. Shooting uses a center-screen raycast; shots can hit enemy model meshes, subtract weapon-specific damage, consume one round, and create a small gold impact ring. Add a brief yellow muzzle flash, a few tiny glowing muzzle particles, slight rifle recoil, and simple synthesized shot, hit, and reload sounds if audio is supported. Holding the mouse button should auto-fire according to the selected rifle’s interval. When the magazine is empty, firing should initiate reload. Reload with R; reload takes about 650 ms, fills only the missing rounds, and consumes reserve ammo. Show a temporary “RELOADING” banner. Start at health 100, score 0, selected AR-4, ammo 30 / 120, and wave 1. On-screen HUD must remain visible during play: at the top-left show HEALTH with a large cyan value, AMMO with “current / reserve,” and SCORE; at top-right show “SECTOR 07” and the current “WAVE N.” Use bold white labels, cyan numeric values, subtle black text shadows, and a clean military briefing aesthetic. Put the hint “WASD move · mouse look · click fire · R reload · 1/2/3 switch weapon · Esc menu” centered near the bottom on desktop. Support FPS keyboard/mouse controls: WASD movement, mouse look after deployment, click/hold to fire, R reload, number keys 1/2/3 switch rifles, and Escape to pause. Also support touch/mobile controls with drag-to-look, a left virtual stick for movement, and a right-side fire button; on coarse-pointer devices replace the desktop hint with “Drag to look · left stick moves · tap the right-side fire button.” When health reaches zero, reset health to 100, restore the current weapon’s magazine and 120 reserve rounds, subtract 250 score without going below zero, move the player back to the starting position, and briefly show “RESPAWN.” Include no inventory, objectives beyond clearing waves, multiplayer, powerups, or extra HUD meters. Keep the camera, crosshair, and weapon positioning faithful to a compact first-person arcade shooter, with the simple combat lane and cover clearly visible ahead.