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Iron District

  • 3d
  • fps
  • arcade
  • shooter
  • low-poly
  • industrial
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. nguyentattruongthong 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 nguyentattruongthong what you would add next.

Make your own game

Iron District was built by nguyentattruongthong 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.

Recreate a first-person 3D low-poly arcade shooter titled “Iron District.” Use a Three.js-style FPS presentation with a 72-degree perspective camera, dark charcoal background/fog, and a narrow straight street lane extending into the distance. The player starts centered near one end of the lane at about eye height, with WASD/arrow movement, mouse/touch dragging to aim, jumping via Space if supported by the FPS controller, left click/tap or a large on-screen FIRE button to shoot, and R or an on-screen RELOAD button to reload. Show a simple held assault machinegun in the lower-right foreground: a dark metallic blocky gun body, cylindrical barrel, and small red grip; the game also loads a larger low-poly machinegun model onto it when available.

Build the environment from simple modular low-poly geometry. Make the ground a large dark gray plane and place a slightly contrasting dark road strip about 8 units wide through the center. On both sides, create tight repeating urban building masses: muted reddish-brown brick-like blocks on the left and gray-beige stucco blocks on the right, with additional narrow side lane blocks/crates close to the road edges. Add repeated modular wall pieces along both lane borders, creating a compressed industrial/district corridor. Include a few dark metal crates on the right side. Use muted gray, brown, beige, and near-black materials, soft shadows, fog, hemisphere lighting, a cool directional fill, and a directional sun; the overall visual should feel dim, stark, and industrial rather than colorful. Characters and props should be visibly blocky/low-poly, using a Kenney-style block character aesthetic.

Place six enemy block characters in a staggered line down the street, alternating approximately x=-2 and x=2, starting at z=-18 and continuing through z=23. Enemies face generally toward the player and use an idle animation if available. They should not attack in the shown mechanics: while alive they only drift left/right with a small sinusoidal motion and rotate to face the player. Aim with the center crosshair and use a forward raycast to hit visible enemy character meshes. Each enemy has 100 HP; each shot deals 50 damage, so two hits kill one. A partial hit awards a floating +25, and a kill awards +100, increments the kill counter and score, hides the enemy for 3.5 seconds, then respawns it at its original alternating lane position farther down the street with full health. Shooting is rate-limited to one shot every 150 ms. The magazine holds 12 rounds, reserve ammunition starts at 60, and firing with an empty magazine triggers reload. Reload transfers enough reserve rounds to fill the magazine over 850 ms; allow manual reload with R/button, and do not reload if already full or reserve is empty.

Create a fixed HUD over the view. At top-left show a dark translucent badge with a red accent reading “RANK 1 · 0 KILLS,” increasing rank to 1 plus one rank per three kills, capped at rank 99. At top-center show “FREE-FOR-ALL // IRON DISTRICT” in small spaced lettering. At top-right show a large countdown timer starting at 03:42 and decreasing to zero. Put a 148-by-148 semi-transparent square minimap at upper-left below the rank badge: dark interior, light gray border, a central vertical gray corridor, a small pale player dot at its center, and red dots for living enemies when they are within the map bounds. Add red skull markers over living enemies in the 3D view when they are in front of the camera, hiding them when dead or behind the camera. Place a small white four-line crosshair at screen center.

At bottom-right show “ASSAULT MACHINEGUN” in small spaced text above large white ammo text “12 / 60,” updating during play. Put a translucent red circular FIRE button above the lower-right controls and a dark bordered RELOAD button below it. On desktop show the hint “WASD / ARROWS MOVE · DRAG TO AIM · CLICK OR TAP FIRE · R RELOAD” along the bottom center; hide this hint on coarse/touch pointers. When a hit occurs, animate a gold floating points popup near the center reading +25 or +100. Keep the interface minimal, white text with red accents, translucent dark panels, and no menus or extra gameplay systems beyond the movement, aiming, shooting, reloading, enemy respawn, timer, score/kills, rank, ammo, and minimap described here.

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