Arcade › Frontline Breakpoint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. armin khan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontline Breakpoint yet. Play it, then tell armin khan what you would add next.
Frontline Breakpoint was built by armin khan 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 Breakpoint 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.
Recreate a third-person 3D tactical shooter titled “Frontline: Breakpoint.” Use a full-screen WebGL/Three.js-style battlefield with a muted blue-gray sky/fog, warm directional sunlight, soft shadows, and a low-poly military environment. The camera is a perspective third-person camera following the soldier from behind at roughly 6 units distance, with a centered cyan/white crosshair and click-drag look controls. The player is a male soldier character in a dark military uniform, starting at the near end of a long ridge/road battlefield around coordinates equivalent to (0, 0, 18), facing toward the mission area. Add a simple rifle model attached to the character. The mission is Mission 01: “Push through the ridge and neutralize hostile patrols.” The objective is to eliminate all six hostiles, then walk into the glowing cyan extraction marker at the far end of the map. The environment should include a large green grass ground plane, a brown dirt road running lengthwise through the center, two raised dirt ridge masses along the sides, a concrete command bunker with a dark roof in the distance, a metal watchtower with a dark top, a line of sandbag cover near the road, several wooden/dark crates, and scattered low-poly trees around the outside perimeter. Place a bright translucent cyan circular extraction zone on the ground near the far end of the road. Spawn six enemy soldier NPCs at positions distributed along the ridge and near the bunker/extraction approach. They use idle, walk, run, shoot, and death animations. When farther than 18 units from the player they patrol around their home positions. Within 18 units they approach/seek cover; within about 8 units they attack and periodically damage the player for 5 health. Enemies should face toward the player while engaging. Each enemy has 100 health. The player’s assault rifle fires hitscan shots along the camera’s forward direction, consumes one round per shot, creates a brief glowing tracer line and a small orange burst on hit, and deals 55 damage, requiring two hits to kill a hostile. Dead enemies play a death animation, disappear from active enemy counting, increment the kill count, and show a brief “HOSTILE DOWN” toast. Include simple shot/reload/hit audio feedback if supported. Player rules: health starts at 100 and reaching zero ends the mission in failure. Start with an assault rifle labeled “ASSAULT RIFLE · 5.56,” a 30-round magazine, and 30 rounds loaded. Reload restores the current magazine immediately and displays “RELOADED.” Swapping changes between the assault rifle (30-round magazine) and “SIDEARM · 9MM” (12-round magazine), visually shortening the attached weapon and updating the HUD. Support WASD movement, Space/jump, C/crouch (toggle player height to a low profile), Q/swap, R/reload, mouse/touch click-drag look, and a virtual left movement joystick. Also provide touch buttons for CROUCH, JUMP, RELOAD, SWAP, and a prominent FIRE button. Build a dark translucent tactical HUD over the game. At the top-left show cyan branding “FRONTLINE // BREAKPOINT” and the objective text. At the top-right show pills reading “HOSTILES 6” initially, dynamically counting down, and mission status “READY,” then “LIVE,” “SECURED,” or “FAILED.” Keep a small luminous crosshair in the center. Along the bottom show the virtual joystick and action buttons, the current ammo number in large type with the weapon name below, and a VITALS health bar with green-to-yellow fill and text such as “100 / 100.” Use compact bold uppercase military UI typography, cyan/teal highlights, dark navy translucent panels, rounded borders, and subtle shadows. On startup, show a centered modal overlay over the visible battlefield: dark translucent blue-black panel with rounded corners and a thin cyan border. It contains the cyan label “TACTICAL SIMULATION,” the large title “FRONTLINE: BREAKPOINT,” the text “Clear the ridge, destroy the patrol, and reach the extraction marker. WASD / joystick to move, click-drag to look, FIRE to engage.”, a primary “DEPLOY TO RIDGE” button, and a secondary “SETTINGS” button. Settings only needs to acknowledge with a toast such as “SETTINGS: TOUCH LOOK ENABLED.” Deploy hides the modal, starts the mission, and shows an objective toast. When all six enemies are dead and the player reaches within about 4 units of the extraction circle, display a mission report modal saying “RIDGE SECURED,” “Enemy patrol neutralized. Extraction confirmed.” and a “RUN IT AGAIN” button. If health reaches zero, display “OPERATOR DOWN,” “The ridge held. Reset and deploy again.” and a “REDEPLOY” button. Preserve the visual style seen in the screenshot: mobile-friendly portrait layout, subdued low-poly terrain, cool blue-gray atmosphere, dark glass UI, cyan accents, and circular touch controls.