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Arcade › Streetline Ops
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mariano Ignacio Carmona built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Streetline Ops yet. Play it, then tell Mariano Ignacio Carmona what you would add next.
Streetline Ops was built by Mariano Ignacio Carmona 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 Streetline Ops 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-based first-person raycast shooter titled “Streetline Ops,” rendered entirely on a full-window HTML canvas with a lightweight urban-ops visual style. Use a fixed 15×13 maze-like arena made from a character grid: solid outer walls and repeating interior wall blocks/corridors. The player starts near the bottom center of the map, facing upward, and navigates with collision against the grid walls. Render a first-person view with a roughly 60-degree field of view: a dark blue-gray night sky gradient fading to a warm orange horizon, a dark asphalt street/ground gradient, a faint amber horizon line and subtle lane markings, and blue-gray wall columns produced by raycasting with distance shading and occasional pale cyan vertical highlights. Allow a small jump with Space that vertically offsets the view briefly. The core objective is to survive and shoot hostile targets in the maze. Spawn seven red enemy figures at random valid map locations away from the player. In first-person view, draw visible enemies as simple red-brown humanoid silhouettes: a rectangular torso, peach circular head, dark horizontal detail, and a cyan health bar above them. Enemies slowly move toward the player while respecting walls; when within range they periodically damage the player for 5 HP. The player begins with 100 HP. Show a red damage border flash when hit. If HP reaches zero, stop gameplay, show “MISSION FAILED — ENTER TO RESTART,” and restart on Enter. When an enemy is killed, award 100 points and increment kills; award 10 points for a successful hit, show “TARGET DOWN,” and respawn that target after about 0.9 seconds at a new distant valid location with full health. Give the player three selectable weapons, switched with number keys 1, 2, and 3: CARBINE with 30-round magazine, 120 reserve, 110 ms fire interval, 34 damage, 900 ms reload; SIDEARM with 12-round magazine, 72 reserve, 280 ms interval, 55 damage, 700 ms reload; and BREACHER with 6-round magazine, 36 reserve, 800 ms interval, 100 damage, 1200 ms reload. Fire with mouse click (and touch tap); hold the mouse button for repeated aim/fire behavior, with horizontal mouse movement while held rotating aim. Use R to reload, automatically reload when firing with an empty magazine, and show a brief centered banner when changing weapons or reloading. Target hits should only register for the nearest living enemy within the crosshair’s narrow aim angle and with an unobstructed ray through the maze walls. Draw a chunky translucent weapon silhouette at the lower-right of the view, colored to match the selected weapon, and put a simple cyan crosshair at screen center. Include a local second-player fallback in the same shared arena. P2 starts near the top center facing downward, is represented from P1’s perspective as a small green humanoid marker with a pale head and the label “P2,” and can move with I/J/K/L, rotate with O/P, and fire with U. P2 shots have a fixed cooldown around 260 ms, deal 30 damage, and can kill enemies for P2’s internal score; display no separate P2 HUD beyond the visible marker. This is local two-player behavior rather than real networking. Build the HUD as fixed HTML overlays above the canvas. Top-left: dark translucent pill panels reading “STREETLINE OPS · LOCAL 2P,” SCORE, KILLS, and HP, with cyan values. Top-right: a ROOM panel containing a generated or URL-provided uppercase room code, a COPY LINK button that copies a ?room= link (falling back to a prompt if clipboard access fails), a READY/UNREADY toggle, and WAITING/READY status; readiness only changes the local UI/banner and does not alter gameplay. Bottom-right: selected weapon name, large ammo text such as “30 / 120,” and “CLICK TO CAPTURE AIM.” Bottom-left: control legend reading “P1: WASD MOVE · MOUSE FIRE · 1/2/3 SWITCH · R RELOAD” and “P2: IJKL MOVE · U FIRE · O/P ROTATE · URBAN OPS TEST.” Use compact bold Arial-like typography, dark teal translucent panels, pale cyan accents, and subtle text shadows. Make it responsive to the full viewport and support touch firing/aim input while preserving the desktop controls.