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Iron District

  • 3d
  • action
  • arcade
  • top-down
  • sci-fi
  • survival
  • mobile
0
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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. Alex Kew built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron District yet. Play it, then tell Alex Kew what you would add next.

Make your own game

Iron District was built by Alex Kew 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 Iron District 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 Iron District

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 compact playable 3D action game titled “Iron District,” rendered in Three.js or an equivalent real-time 3D engine. Use an angled top-down camera that follows the player from an offset position (roughly behind/right and above), looking down at a square arena. The setting is a dark futuristic surveillance district: a nearly black-blue background with fog, a large charcoal metallic ground slab, and a cyan-blue glowing grid covering the floor. Scatter around 26 thin dark metallic control-line towers of varied height, like a sparse skyline or communications infrastructure.

The player is a glowing cyan insurgent/courier represented by a small capsule-shaped humanoid body with a bright white/cyan luminous core. Start them near the center of the arena at ground level. The playable area should be bounded to approximately a 68-by-68 square, with movement constrained inside its edges. Movement is continuous and responsive with WASD or arrow keys, including diagonal movement, at a brisk speed; the player faces the movement direction. Also provide touch controls: a translucent D-pad with up/left/right/down arrow buttons at the lower left, and large PULSE and DASH buttons at the lower right. Tapping a key or the screen dismisses the opening instructions.

The central objective is to disable exactly three orange-red surveillance transmitters distributed around the arena: one toward the far-left/back area, one toward the far-right/back area, and one toward the front/right area. Each transmitter is a chunky dark-gray cylindrical pedestal with an orange emissive octahedral core hovering above it and a glowing orange ring around the core. The player must get close and press Space or the PULSE button to emit an expanding cyan ring pulse centered on the player. A pulse has a brief visible life, expands dramatically across the ground, and fades. If an active transmitter is within approximately 6 units of the pulse, disable it. Disabled transmitters turn their core and ring pale green/cyan and no longer count toward the objective. Give pulse use a short cooldown (about 0.8 seconds) and consume energy, while energy regenerates over time up to 100%.

Populate the arena with seven hostile patrol drones. Visually they are floating glowing red/coral spheres with a small red point light, hovering at varying heights around 2–3 units above the ground. They wander through the district, but chase the player more aggressively when within about 12 units. They bob vertically and rotate while moving. On contact within about 1.5 units, they continuously damage the player and push them back. The PULSE also affects nearby drones: within roughly 8 units it damages them, knocks them away, and takes two hit points; drones have 3 hit points, disappear when destroyed, award score, and respawn at a random location after roughly 5–7 seconds. The HUD should show the number of active drones.

Add six rescueable civilians scattered throughout the arena. Represent each as a simple small pale-green rectangular humanoid/block, gently bobbing and rotating. When the player emits a pulse close to an unrescued civilian (within approximately 7 units), mark that civilian rescued, change it to a brighter pale-green emissive appearance, and award bonus score. Do not add ranged weapons or other enemy types.

Implement DASH on Shift or the DASH touch button. Dash in the current movement direction, or the player’s last facing direction if no movement is held, instantly moving about 4.8 units. It consumes 15 energy and has about a 1.6-second cooldown. The player begins with 100 health and 100 energy; drones reduce health, and health reaching zero ends the run. Energy continuously recharges to full. Pulse costs about 16 energy, has the cooldown described above, and produces the visible expanding cyan shockwave.

Use a clean dark sci-fi HUD over the 3D scene. In the upper-left, show a translucent dark panel with Health percentage, Energy percentage, Liberated Nodes as a count out of 3, Civilians Saved as a count out of 6, and Score. In the upper-right, show a matching panel titled “Iron District,” the objective “disable all transmitters,” the current number of active drones, and “Time alive” in seconds, plus a short narrative line explaining that the courier became an insurgent cutting a surveillance grid out of the skyline. Use pale blue-white typography, cyan accents, orange warning text, green success text, thin cyan borders, and subtle translucent blur/shadow.

At startup, display a centered translucent instruction card over the game with the large uppercase title “IRON DISTRICT,” the message “Break the control grid. Disable transmitters, rescue civilians, and survive the drones,” controls “Move WASD / arrow keys,” “Pulse Space,” and “Dash Shift,” a warning that the player starts inside a surveillance sector, and an instruction to tap or press a key to begin. Keep the world visible behind this overlay. Include a small bottom hint such as “Disable all 3 transmitters to free the district.”

The game is won immediately after all three transmitters have been disabled, regardless of remaining civilians, and should show a centered end banner titled “District Free,” explaining that the transmitters are down and civilians can move without being tracked, along with the final score and an instruction to refresh to run again. If health reaches zero first, show a centered “Captured” banner explaining that the drones overwhelmed the player, the final score, and an instruction to refresh. While playing, animate transmitter cores/rings, the player core, hovering drones, civilians, and pulse rings for a lively but minimalist arcade presentation. Use soft shadows, cool cyan lighting, emissive orange/red enemy and transmitter elements, and a sparse neon-industrial atmosphere matching the dark blue screenshot aesthetic.

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