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Arcade › Iron Dust
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amanda Behr built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Dust yet. Play it, then tell Amanda Behr what you would add next.
Iron Dust was built by Amanda Behr 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 Dust 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.
Recreate “Iron Dust” as a compact 3D low-poly tank duel in a browser. Use an elevated third-person perspective: an orthographic-feeling/perspective camera sits high behind the player tank at roughly (0,23,24), follows the player smoothly, and looks toward the tank and slightly ahead. Show a square olive-green dusty arena, approximately 40 by 40 world units, with a subtle dark painted grid at 5-unit intervals, soft green fog, warm directional sunlight, ambient hemisphere lighting, and strong soft shadows. Enclose the arena on all four sides with repeated light gray modular military wall blocks, leaving the playfield open inside. The player controls one small stylized low-poly tank that starts near the south edge around (0,13.5), facing north. The tank has a colored armored body, a rotating turret, a dark cannon barrel, and small cosmetic armor/accent pieces. Drive with W/S: accelerate forward and reverse, with friction when no drive input. Turn the tank body with A/D; reverse steering should invert naturally. Keep the tank inside the arena bounds and prevent it from passing through cover. Aim the turret independently at a ground point under the mouse or touch pointer: raycast the pointer onto the arena floor, move a visible circular crosshair with cross-lines to that screen location, and smoothly rotate the turret toward that point. There is exactly one enemy tank in the duel, starting near the north edge around (0,-15.5), facing south. It uses a reddish/orange low-poly tank appearance and has 90 armor, speed around 6.4, 25 damage, and a 1.25-second reload. Give it simple tactical AI: periodically choose flank, pressure, cover, or hide destinations; move and turn toward those destinations; use cover if available; retreat toward cover when badly damaged; track the player with its turret; and fire only with line of sight and within about 24 units. Tanks collide with each other and with intact cover. Place destructible cover throughout the arena: two horizontal barriers around (-8,-7.5) and (8,-7.5), two rotated center slabs around (-2.8,-1.3) and (3.1,1.6), two wall pieces around (-10.5,6.5) and (10.5,6.5), and two rotated mid-wall pieces around (-15,-1) and (15,-1). Barriers have about 90 or 110 health and wall pieces about 70 health. Cover blocks movement and line of sight. Shell impacts reduce cover health; when a piece reaches zero, hide/remove its intact model, create an orange explosion and flash, and scatter several low-poly debris chunks so the destroyed cover opens new firing paths. The cannon fires a visible cannon-ball projectile from the barrel at about 24 units/second. Shells travel across the ground plane with a short lifetime, leave pale stylized trail puffs, and collide with tanks, destructible cover, or the arena boundary. A player shot must be preceded by aiming: pointer movement or a pointer/touch action arms the shot, then the player presses the on-screen FIRE button; if they press it before aiming, show an AIM state and the hint “Aim first: tap or point at the arena.” After firing, enforce the selected tank’s reload delay. The Space key brakes the player by sharply reducing speed and also shaves a small amount from the reload timer. Enemy and player shells damage the opposing tank. On any impact, spawn a brief additive explosion sprite, point-light flash, impact sound, and trail/debris effects. When a tank reaches zero armor, hide it, stop it, spawn a larger explosion and scattered debris. The player wins when the one enemy is destroyed and loses when player armor reaches zero; show a centered Victory or Tank Destroyed panel with elapsed time on victory and a Restart duel button. R should also restart after game over. Build a dark translucent, rounded HUD over the game. At upper left show “PLAYER ARMOR” and a wide horizontal health bar using a red-to-orange-to-yellow-to-green gradient. At upper right show “Enemy: 1” (or an enemies remaining count), “Shell ready” or a countdown such as “Reloading 0.7s,” the current tank name, and a gold “Change Tank” button. Display an on-screen instruction panel along the bottom-left reading “W/S drive • A/D turn • aim with mouse/tap • press FIRE after aiming • Space brake / quick reload.” Put a large circular orange/red FIRE button at bottom-right, with a small hint panel above it; the button changes to AIM when a shot is not yet armed and shows the reload countdown while reloading. Show enemy world-space health bars above living enemies. Keep the crosshair visible at the pointer position. Include a tank selection/garage overlay opened by Change Tank. It should show a scrollable responsive grid of 58 selectable tanks, each with a color/accent swatch, name, and stats for Armor, Speed, Damage, and Reload. Persist the selected index locally. The live player tank updates immediately when a selection is made, including its body model, tint, accent barrel/stripe, cosmetic side plates/rear rack, armor, speed, reload, and damage. Use two available low-poly tank model styles: a toon-shooter tank base and an alternate cyberpunk tank base. Use modular low-poly asset styles for tanks, arena walls, barriers, debris, cannon-ball shells, and a Kenney-style explosion sprite; keep the visual treatment chunky, toy-like, military, olive/gray/brown, with warm impact flashes and clean readable HUD typography. Support mouse and touch pointer aiming and the visible mobile-friendly FIRE and tank-selection controls.