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Arcade › Gridfall Protocol
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Nobody has said anything about Gridfall Protocol yet. Play it, then tell Gxmini X what you would add next.
Gridfall Protocol 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 Gridfall Protocol 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 game titled “Gridfall Protocol,” a neon sci-fi top-down arena shooter with a dark tactical HUD. Use an HTML canvas that fills the viewport and a camera centered on the player, showing a bounded 1800x1100 rectangular arena. The arena floor is nearly black/navy with a subtle cyan 50px grid and a thin pink perimeter border. Draw all gameplay entities as clean glowing geometric primitives rather than detailed sprites: the player is a bright pale-cyan circular operator with a short dark gun barrel that rotates toward the mouse; blue allies are smaller cyan circles; orange enemies are orange circles; bullets are small glowing colored dots; impacts and abilities use brief glowing particles. Core round setup: start with the player at the center of the map with 100 HP, on the BLUE team, carrying a bomb and a PLASMA RIFLE. Spawn five orange hostiles and five cyan allied bots. The round timer starts at 90 seconds. The player wins if all enemies are eliminated, or if they plant the bomb at either objective site and the planted bomb’s 20-second timer expires, or if they successfully defuse their own planted bomb. The player loses if HP reaches zero or the round timer expires. On win/loss, freeze gameplay and show a dark translucent overlay with “ROUND WIN” or “ROUND LOST,” an objective/status subtitle, the BLUE and ORANGE round win counts, and “PRESS R TO REDEPLOY.” R resets the round state. Keep the visible round indicator at 01 unless implementing the exact existing behavior where it does not increment. Place two bomb sites: site A at approximately (270,430), outlined/glowing cyan and labeled A, and site B at approximately (1490,650), outlined/glowing pink and labeled B. To plant, move within about 78 world units of a site and press/hold the interaction action E; planting takes 2 seconds and is canceled if the player moves more than about 84 units away. Once planted, show a glowing objective marker with an exclamation mark and a 20-second countdown. Near the planted site, press E to begin defusing; defusing takes 2 seconds and is canceled by moving away. The HUD should report carrying, planted countdown, defusing progress, or spent bomb state. Use collision-blocking cover rectangles arranged around the arena: horizontal cyan-edged dark barriers near (620,250), (980,250), (620,806), (980,806), central barriers near (830,430) and (830,626), plus flank cover near (310,760) and (1370,330). The player, allies, and enemies cannot move through cover, and bullets disappear on contact with cover or at world boundaries. Keep actors inside roughly 40 units from the map edges. Controls and combat: WASD moves the player at about 280 world units/second; aim with the mouse and hold left click to fire. Show a small pink reticle at the mouse position. The plasma rifle fires one cyan projectile every 0.18 seconds, does 35 damage, and has a visible accumulating/recovering recoil pattern. Damage first removes enemy armor with approximately 65% absorption, then reduces HP. Enemies have 70 HP and 35 armor that slowly regenerates. Enemy shots are orange, do 18 damage, and enemy bots fire toward their nearest blue target. Allies pursue and shoot the nearest enemy, using a slower generic weapon. Remove dead enemies/allies and show small health bars above units, with a separate amber armor bar for armored units. Display a hostiles count out of 5 and the player’s elimination score. Add three glowing diamond-shaped weapon pickups, labeled in small monospace text: ARC SMG around (500,520), yellow, firing every 0.07 seconds for 18 damage; SCATTER GUN around (1290,530), pink, firing five pellets every 0.55 seconds for 22 damage each with wide spread; and RAIL SPIKE around (900,180), violet, firing every 0.8 seconds for 85 damage. When the player touches a pickup within roughly 32 units, replace the current weapon, remove the pickup, reset recoil, play a pickup cue, and show a temporary notification. Implement two abilities: Q DASH, usable every 4 seconds, instantly shifts the player about 150 world units in the current WASD/touch-stick direction and displays a “DASH // POSITION SHIFTED” notification; and F EMP, usable every 8 seconds, affecting enemies within 250 units, dealing 25 damage and slowing them for 2 seconds, with a cyan particle burst and “EMP BURST // HOSTILES JAMMED” notification. Prevent abilities after game over. Add simple synthesized sound effects or equivalent brief audio cues for firing, hits, pickup, dash, EMP, planting, defusing, and win/loss, initialized after user input. Enemy behavior should visibly include three normal enemies approaching the nearest player/allied target and firing when within range, plus two flankers that navigate toward positions offset from the player (one on each side/upper flank), announce “FLANKER IN POSITION” when they reach position, then attack the player. Enemies can be slowed by EMP. Allied bots move toward nearby enemies and fire when close enough. Include brief glowing hit particles and muzzle particles. Build a tactical HUD matching the screenshot: top-left cyan monospace brand “GRIDFALL // PROTOCOL”; top-right “ROUND 01” and a bright pink MM:SS timer; below the top-left, a compact panel reading BLUE score — score ORANGE; top-right a small minimap panel showing the dark arena, cover, cyan allies/site A, pink site B, orange enemies, white player, weapon pickups, and planted-bomb marker. At bottom-left, a translucent dark panel with cyan/pink border reading “OPERATOR // [HP]%,” a cyan/pink health bar, “WEAPON // [current weapon],” ability cooldowns “Q DASH [READY/countdown] · F EMP [READY/countdown],” and bomb state. At bottom-right, a matching legend panel reading “WASD MOVE MOUSE AIM / CLICK FIRE Q DASH F EMP / E PLANT / DEFUSE R RESTART.” Place a pink outlined reticle over the cursor and a temporary centered notification banner for gameplay events. Use a sharp monospace typeface, cyan (#19e6ff), hot pink (#ff2bb5), orange (#ff9a3d), pale cyan player glow, dark navy-black backgrounds, thin borders, shadows, and restrained neon bloom. Support touch devices with an on-screen virtual joystick at bottom-left, a circular FIRE button at bottom-right, DASH and EMP buttons, and a USE button. Hide the keyboard legend on coarse-pointer/mobile layouts. Keep the game responsive to viewport resizing, prevent canvas scrolling/touch interference, and preserve the same top-down tactical visual language.