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Arcade › Grenade Warfare
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gxmini X built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grenade Warfare yet. Play it, then tell Gxmini X what you would add next.
Grenade Warfare was built by Gxmini X 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 Grenade Warfare 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 side-view 2D browser game titled “Grenade Warfare,” presented as a dark, polished arcade combat scene on a full-screen canvas. Use a fixed side-on platformer camera that follows the cyan player from the left while the level scrolls horizontally to the right. The setting is Sector 07: a moody blue-black industrial battlefield with a deep navy-to-slate gradient sky, layered silhouettes of blocky buildings in the background with faint window rows, and a subtle warm haze near the ground. The playfield has a long dark teal ground strip and a repeating sequence of elevated ledges/platforms, with cover objects including brown wooden crates marked with diagonal braces, gray pillars, and chunky gray blocks. Platforms should have lighter top edges and dark undersides. The player is a compact stylized humanoid soldier, roughly 30x52 pixels, with a bright cyan body, dark teal helmet/head area, a pale eye detail, and a small yellow-orange grenade/gear detail. Place the player near the beginning of the level. Red enemy soldiers of similar proportions approach from the right; they have red bodies, dark maroon headgear, pale eye details, orange equipment accents, and visible health bars above them. Maintain around five active enemies, spawning additional enemies from the right as needed. Enemies advance toward the player, jump across terrain, throw grenades when within range and line of sight, evade nearby grenades, and seek cover when badly hurt. Give enemies 70 HP and the player 100 HP. The central mechanic is grenade combat rather than firearms. Aim with the mouse cursor; while holding the left mouse button, cook/prepare a grenade and show a dotted ballistic trajectory from the player toward the cursor, with gravity visibly curving the projected path. Releasing the button throws a grenade. Grenades travel as small glowing spheres, bounce off platforms and cover with damped velocity, leave a short smoke trail, and explode after a limited fuse or on contact with an actor. Use yellow glowing grenades for the player and red/pink glowing grenades for enemies. Explosions should produce bright yellow, orange, red, and gray particle bursts, expanding smoke, a brief camera shake, and radial damage. Use a blast radius of about 145 pixels, with damage falling off by distance up to roughly 70 maximum damage, and make walls/platforms/cover block blast line of sight. Grenades can also bounce off the environment before detonating. The player can be damaged by enemy explosions and dies when HP reaches zero. Use responsive platformer controls: A/D or left/right arrows move horizontally, W, Space, or Up jumps, and mouse aims and throws. Apply strong gravity, acceleration, friction, capped running speed, and collision resolution against all platforms and cover. Include touch controls on narrow screens: three circular buttons at bottom-left for left, jump, and right, plus a larger circular fire button at bottom-right. The fire button should work as press-and-release grenade throwing input. Keep the cursor as a crosshair on desktop. Build a HUD over the canvas with translucent dark glass panels and thin blue-gray borders. At top-left show the uppercase title “GRENADE WARFARE // SECTOR 07,” then “HP 100/100 · SCORE 0 · WAVE 1,” plus a horizontal health bar with a red-to-gold fill. At top-right show “THROW READY” when available or a percentage cooldown while recharging, and beneath it “A/D or arrows · W/Space jump · mouse aim.” At bottom center show the instruction “Hold left mouse to cook a grenade · release to throw · walls block blast damage.” Update HP, score, wave, and throw cooldown live; award 100 score for each enemy defeated and calculate the displayed wave as 1 plus one for each 500 score. Add a centered dark translucent game-over overlay on player death reading “MISSION FAILED,” “Score [current score],” and a gold “REDEPLOY” button; allow restart by clicking the button or pressing R. Use a clean minimalist vector/pixel-like visual treatment: no textures or external assets, only crisp canvas geometry, muted industrial colors, luminous grenade/explosion effects, subtle shadows, rounded HUD panels, and restrained screen shake. Start with score 0, wave 1, full HP, the player at the left, five enemies ahead, and an expansive procedurally arranged series of ledges and cover extending to the right.