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In **Frontline Eight**, you take charge as a soldier in a vibrant, stylized world, battling through eight immersive levels filled with enemies and upgradeable weapons. Team up locally with a friend or face the challenge solo as you strategize, shoot, and smash destructible props for points along the
Click the game above and it runs right here in your browser. No download, no installer, no account needed. james king built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frontline Eight yet. Play it, then tell james king what you would add next.
Frontline Eight was built by james king 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 Eight 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 third-person 3D sci-fi/modern combat arena game titled “FRONTLINE EIGHT.” Use Three.js-style rendering with a perspective camera following the player at about 6 units distance, soft shadows, ACES-style tone mapping, blue atmospheric fog, and a dark navy/blue presentation. The player is a stylized low-poly animated soldier character carrying a glowing weapon. Build a square combat zone on a cracked-concrete floor roughly 58 by 58 units, surrounded by scattered chunky blue-gray rectangular cover blocks, eight tall cyan-blue beacon posts, streetlights, orange traffic cones, concrete barriers, and crates. Use a cool blue industrial battlefield palette with warm orange/yellow highlights on pickups, weapons, and lighting. Start on a centered glassy dark translucent menu panel with a thin light-blue border and rounded corners. Display the title “FRONTLINE EIGHT,” the text “Explore eight combat zones, upgrade your loadout, and clear each mission. This playable slice supports solo play and local two-player co-op on one device.”, a bright blue “Start mission” button, a darker “Two player” button, and the note “Online matchmaking needs a server; this build uses local co-op or solo enemies.” Once a mode is selected, hide the menu and begin Level 1. The core goal is to clear eight sequential combat zones by defeating every enemy in each zone. Each level spawns 4 + level*2 enemy soldiers, so the target count increases from six on Level 1 through twelve on Level 8. Enemies are animated soldier models with health of 1 + ceil(level/2), chase the nearest player, walk toward them, and punch at close range. At close range they periodically damage the target; a player whose HP reaches zero loses with a “SQUAD DOWN — PRESS R TO RESTART” banner. When all targets are defeated, award score and credits, advance to the next level, and show a brief banner such as “TARGET DOWN +100” or “LEVEL 2 — CLEAR THE ZONE.” Completing Level 8 shows “CAMPAIGN COMPLETE.” The main player starts with 8 HP and a Sidearm. Support movement using WASD, mouse-controlled third-person camera/aiming, left mouse click to shoot, and Space to jump. Aim shots in the camera’s horizontal forward direction, with a small bright crosshair fixed at screen center. Projectiles should be tiny glowing spheres traveling quickly forward and damaging enemies or destructible props on contact. Include a circular FIRE touch button at lower right on coarse/touch devices. Keep the player within the arena bounds. Implement three weapons with different glowing projectile colors, damage, and fire rates: Sidearm (damage 1, rate 0.35 seconds, cyan), Pulse Rifle (damage 2, rate 0.2 seconds, yellow), and Arc Cannon (damage 4, rate 0.48 seconds, pink/red). Place three slowly rotating golden octahedron weapon pickups in each zone. Picking one up upgrades the current weapon to the pickup’s level, never downgrading it; show “UPGRADED: Pulse Rifle” or the appropriate weapon name. The pickup level is based on the current campaign level and caps at Arc Cannon. Add a simple visible weapon model to the soldier, consisting of a colored glowing rectangular body and a dark barrel. Scatter destructible barriers, crates, and traffic cones. Bullets can damage them; barriers have 4 HP, crates 2 HP, and cones 1 HP. Show a small world-space health bar above damaged props, colored green/yellow/red according to remaining health. When destroyed, remove the prop, award 35 score and 10 credits, show “PROP BROKEN +35,” and spawn a few short-lived orange debris cubes. Add local two-player mode from the menu. Keep the first player controlled by WASD/mouse as above. Make a second orange-accented soldier visible at the starting position, controlled by Arrow keys and firing with Enter. The second player moves at about 5 units per second, has its own close-range target selection behavior for enemies, and fires straight in its movement/default forward direction. Label the mode in the HUD as “LOCAL DUO.” Both players can be attacked by enemies. In solo mode, hide the second soldier. Create a fixed HUD over the rendered scene. In the upper-left, use a rounded translucent dark panel with cyan title text and show: “FRONTLINE EIGHT,” current “Level 1/8,” weapon name, “HP 8,” “Targets 0/6,” “Score 0,” and “Credits 0”; update all values during play and append “LOCAL DUO” in two-player mode. In the upper-right show the controls: “P1: WASD + mouse click to shoot + Space jump,” “P2: Arrow keys move + Enter shoots,” and “R reloads the run.” Put temporary centered top banners in a rounded translucent panel for level starts, target defeats, upgrades, prop destruction, defeat, and campaign completion. Pressing R resets the whole campaign to Level 1, score 0, credits 0, Sidearm, and player HP 8. Use responsive styling, dark navy gradient background, glass panels, bright cyan borders/text, and a clean bold system font.