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Iron Front

  • 3d
  • fps
  • arena-shooter
  • wave-survival
  • sci-fi
  • browser
  • 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. Daneyal Shace built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Front yet. Play it, then tell Daneyal Shace what you would add next.

Make your own game

Iron Front was built by Daneyal Shace 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 Front 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 Front

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-playable first-person arena shooter titled “Iron Front.” Use a Three.js-style real-time 3D FPS camera with mouse-look and a visible futuristic energy rifle in the lower-right foreground. The player starts on a large circular sci-fi reactor platform in a dark blue-black space setting. The arena should have a metallic charcoal floor, three concentric glowing blue floor rings, a bright rectangular grid of emissive blue lines, eighteen tall perimeter wall pillars, five inner reactor towers made from dark cylindrical columns topped with glowing pale-blue octahedral cores, eight waist-high rectangular hard-cover blocks arranged around the center, six blue point lights, a transparent rotating blue cylindrical shield wall around the arena, and a starfield/rotating dark sky shell. Use cool blue emissive lighting, fog, shadows, metallic materials, and a polished cinematic HUD with translucent dark glass panels and thin blue borders. The opening view should show a centered title overlay reading IRON FRONT, the subtitle “A polished arena FPS slice — sprint, slide around the reactor floor, and survive escalating mech waves.” or equivalent mission-focused copy, a blue Deploy/Start Mission button, and control instructions. Once deployed, hide the overlay and run an endless wave-survival loop.

Core gameplay: the player has 100 health, begins with a 30-round energy rifle magazine and 120 reserve energy ammo, and fights hovering red mech drones. Spawn wave 1 with 3 + (wave number × 2) enemies, placed around the arena at roughly 14–24 units from center. Each drone is a small red metallic spherical/rounded mech with a glowing orange-red forward core/eye and three thin legs, hovering around y=1.1 with a gentle bob. Give each enemy health 34 + wave×6, movement speed around 2.2–2.8 plus wave scaling, and have them pursue the player until about 5.5 units away, then back off slightly. When within 26 units they periodically fire thin glowing red hostile projectiles toward the player; hostile shots deal 10 damage, while contact at close range drains health over time. Enemy shots and contact cause a red damage vignette. Destroying enemies awards 100 + wave×20 score, increments the destroyed counter, creates orange explosion particles, and has a 45% chance to drop a floating cyan glowing octahedral energy cell. When all enemies die, show an “Arena clear” toast, increment the wave, and spawn the next wave after about 0.8 seconds.

Implement the rifle as rapid-fire projectile/trace shots from the camera. Holding left mouse (or the mobile FIRE button) fires repeatedly at roughly 0.1 seconds per shot, consumes one round, produces a pale-blue projectile streak, muzzle flash/light and blue particle burst, recoil, and a hit marker when an enemy body is hit. Normal shots deal 17 damage; aiming shots deal 20. Use modest random spread (about 0.011 normal and 0.003 while aiming). Automatically begin reload when firing with an empty magazine. Reload with R or a mobile RELOAD button, taking about 1.05 seconds; fill the magazine from reserve ammo. Add heat: each shot raises overheat by about 0.085, it cools gradually, and firing is blocked at full heat. Display the heat as a horizontal bar.

Movement and controls: desktop WASD movement with mouse-look using pointer lock; click Deploy/canvas to lock the mouse; Escape releases the pointer and opens a pause overlay, and Resume relocks it. Shift sprints, increasing movement speed from about 8.6 to 11.7 and slightly widening FOV; Space performs a short forward-direction dash with a 2.1-second cooldown and a visible “Dash” toast. Right mouse aims down sights, tightening spread and narrowing FOV from 72 to 56; sprinting widens FOV to about 78. Keep the player inside the circular arena. Add subtle camera bob while moving and weapon recoil/sway. On mobile, show a left virtual movement pad with a draggable inner stick, allow dragging empty screen space to aim, and provide large circular DASH, RELOAD, and red FIRE buttons on the right. Holding FIRE must shoot continuously.

HUD during play: at the top-left show a glass panel labeled OPERATION, mission title Iron Front, and dynamic mission text such as “Wave N active — N hostiles pushing the reactor floor.” At the top-right show separate glass stat cards for HEALTH, SCORE, and WAVE. Put a clean four-pronged white crosshair in the center, enlarging with recoil and becoming dimmer while aiming; briefly show a white hit marker on successful hits. At the bottom-left show the hint “Core rifle overheats under sustained fire. Dash through pickups to refill reserve cells and buy space.” At bottom-right show ENERGY and large “current magazine / reserve” ammo text plus the heat bar. Use brief centered toast notifications for Wave N, Arena clear, Reloading, Reloaded, Dash, and Cell secured. Add a white-blue muzzle flash overlay and red damage vignette.

Energy-cell pickups float and bob, are collected automatically when the player comes within about 1.6 units, restore 20 reserve ammo up to 144 and 8 health up to 100, and burst into cyan particles with a Cell secured toast. Add lightweight particle bursts for shots, hits, enemy destruction, pickups, and damage. Include game-over behavior when health reaches zero: stop firing, unlock the mouse, show a centered overlay with Mission failed, final score and waves cleared, and a Restart button that resets health, ammo, score, wave, enemies, pickups, and player position. Before starting and while paused, use a cinematic menu camera aimed at the reactor arena and keep the title/HUD styling consistent. Use responsive layout for desktop and mobile, dark translucent rounded panels, blue outlines, bold white typography, and a high-production sci-fi arena aesthetic. Do not add enemy types, weapons, objectives, audio, or features beyond this described wave-survival rifle arena loop.

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