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Frontline Rush

  • 3d
  • lane-shooter
  • arcade
  • mobile
  • zombie
  • wave-defense
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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. Mr Gamer built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Frontline Rush was built by Mr Gamer 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 Rush 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 Frontline Rush

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 3D browser game titled “FRONTLINE RUSH,” a fast mobile-style third-person lane shooter set on a dark blue, foggy city street. Use a perspective camera positioned high and behind the player, looking down the road toward the distance; the camera subtly follows the player’s horizontal lane position and forward movement. Build the environment from a wide dark asphalt road with a narrow dashed center line, flat surrounding ground, and simple chunky dark teal/blue building blocks lining both sides. Use moody nighttime lighting: deep navy background and fog, cool ambient light, a warm directional key light, soft shadows, and a restrained sci-fi military color palette.

The player is a stylized animated male soldier in third-person view, standing near the bottom/front of the road and facing into the screen toward incoming enemies, holding a futuristic rifle/assault gun. The soldier should have idle and one-handed shooting animations. The player automatically pushes forward down the street slowly, while the user controls horizontal movement between the road’s three-ish lanes: keyboard A/D or Left/Right arrows shift the target position left or right, and pointer/touch swipes shift lanes on mobile. Clamp horizontal movement to approximately -3.2 to +3.2, with smooth interpolation rather than instant teleporting.

The core loop is: infected zombie enemies spawn ahead of the player in random road lanes, walk toward the player, and must be shot before reaching him. Start with Wave 1 and four enemies, then continue spawning enemies at regular intervals; enemy health is 45 plus 7 per wave and their movement speed is about 1.25 plus 0.08 per wave. When an enemy reaches the player it stops just in front of him and continuously damages health at 18 per second. Zombies use a stylized animated male zombie model with a walking animation. Each successful hit creates a small glowing gold projectile traveling forward down the road. Fire by tapping/clicking, pressing Space, or pointer-down; firing is limited by a cooldown initially around 380 ms and costs 2 energy, and firing is disabled while choosing an upgrade. Energy regenerates over time up to 100 at roughly 8 per second. Each shot initially deals 22 damage. A dead infected awards 100 score and increments the wave kill progress.

The HUD must be a clean fixed overlay matching the dark glass-panel aesthetic visible in the screenshot. At the top left show “FRONTLINE RUSH,” “Wave 1” (updating by wave), and the objective “Clear the street.” At the top right show “SCORE,” the numeric score, and health/energy readouts with heart and lightning symbols, starting at 100 health and 100 energy. Include a thin full-width progress bar beneath the top cards showing kills toward the current wave requirement. Centered below it show contextual instructions such as “Tap / Space = fire • A/D or swipe = move,” and update this text for events. Also show the current weapon, initially “Weapon: Sidearm.”

A wave requires 8 kills initially. When the requirement is reached, pause enemy movement and firing gameplay and display three upgrade buttons near the bottom center: “+ Damage,” “+ Fire Rate,” and “+ Armor.” Also change the objective/message to indicate that the player must choose an upgrade. Keyboard keys 1, 2, and 3 select the same choices. Damage upgrade adds 10 damage; fire-rate upgrade reduces the cooldown by 70 ms but never below 120 ms; armor/health upgrade restores/adds 30 health up to a maximum of 140. After selection, advance the wave, reset kills, set the next requirement to 8 + 3 × wave, hide the upgrade choices, show a “Push forward — the next wave is coming” message, and spawn 3 + the new wave enemies.

Periodically spawn glowing collectible weapon pickups ahead in random lanes (about every 10 seconds). Represent pickups as rotating futuristic gun models moving slowly toward the player. Collect one when the player is horizontally within about 0.85 and vertically/depth-wise within about 1.15. Alternate pickup names between “Burst Rifle” and “Assault Rifle”; a Burst Rifle adds 16 damage and an Assault Rifle adds 10 damage, and each pickup also improves fire cooldown by 25 ms with a lower limit of 110 ms. Collection awards 250 score, updates the displayed weapon name, and shows a message such as “Picked up Burst Rifle! Damage increased.” Remove missed pickups once they pass the player.

Use a start overlay covering the scene with a dark radial blue/black gradient and a centered rounded glass panel. It should prominently display “FRONTLINE RUSH,” the description “A fast, original mobile-style lane shooter. Your squad pushes through the city while you mow down the infected.”, a bright blue “START MISSION” button, and a small hint reading “Tap / Space = fire • A/D or swipe = move • collect glowing weapons.” The mission begins when the button is clicked, Space is pressed, or the canvas is tapped. Once running, hide the start panel and show the control message. If health reaches zero, stop the game and show a restart-style start panel titled “MISSION FAILED,” including the final score and a “RESTART” button that reloads/starts a fresh mission. Keep the presentation polished but minimal: rounded translucent HUD cards, white bold typography, blue/green progress and action colors, dark navy background, simple geometric city scenery, visible fog, shadows, and animated character models. Do not add unrelated weapons, abilities, enemies, multiplayer, story scenes, or mechanics beyond this lane-based shooting, wave upgrades, and weapon pickups.

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