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Iron Fronts

  • 3d
  • third-person-shooter
  • wave-survival
  • military
  • arena
  • low-poly
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. Carmen Chevez built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Iron Fronts yet. Play it, then tell Carmen Chevez what you would add next.

Make your own game

Iron Fronts was built by Carmen Chevez 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 Fronts 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 Fronts

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 playable browser-based 3D arena shooter called “Iron Fronts.” Use a low-poly military sandbox look with a third-person camera following the player from behind and above. The game opens on a dark translucent menu overlay over the battlefield. The menu has the title Iron Fronts, the subtitle “Pick your country, role, enemies, and map — then deploy,” dropdowns for Your country, Combat role, and Map, a grid of enemy-country checkboxes, and Deploy and Random Loadout buttons. Style the UI with a dark navy/charcoal background, rounded panels, subtle borders, white text, and green/blue action buttons, matching the clean compact prototype appearance.

Player setup: offer six countries—Honduras, USA, Germany, Russia, Japan, and France—each represented in the world by a solid country-specific color: Honduras blue, USA dark blue, Germany dark gray, Russia red, Japan light gray, and France blue. Offer four roles: Army (balanced rifle soldier, speed 18, fire interval 0.22 seconds, projectile speed 88, damage 16, health 100), Air Force (speed 26, fire interval 0.17, projectile speed 120, damage 13, health 82), Tank (speed 10, fire interval 0.55, projectile speed 68, damage 34, health 180), and Sniper (speed 15, fire interval 0.8, projectile speed 160, damage 52, health 74). The selected country colors the player. Represent normal roles as simple capsule-like low-poly soldiers and the Tank as a boxy armored vehicle; add a role-colored accent/barrel. The player starts at the center of the arena.

Offer four map choices with different ground, fog, obstacle colors, and fixed obstacle layouts: Desert Base with tan ground and brown structures, Forest Valley with green ground, brown structures, and about 18 scattered stylized trees made from cylinders and cones, Snow Front with pale blue-white ground and gray-blue structures, and City Blocks with gray ground and dark gray block structures. Build a large square 140-by-140 plane, atmospheric exponential fog, lighting, shadows, a faint grid, and a dark circular boundary ring around the battlefield. Place five rectangular obstacles per map using the corresponding layouts, with varied heights; obstacles block player movement and projectiles.

The player fights successive enemy waves and wins by clearing all waves, or loses when health reaches zero. The number of total waves is 3 plus up to 2 based on how many enemy countries are selected. Selected enemy countries must be different from the player country; if none remain selected, automatically use one other country. Spawn each wave around the outer arena at roughly 48–62 units from center. Wave size is 3 + wave number * 2 + an extra enemy when more than one enemy country is selected. Cycle through the selected enemy country labels/colors. Enemy units randomly use Army, Air Force, Sniper, or Tank visual types, move toward the player until about 14 units away, avoid obstacles approximately, and fire automatically when within 38 units. Enemy projectiles are red, enemy contact inflicts continuous damage, and enemy units display a small red marker above them. Enemy health scales with their role and wave power. Defeated enemies give 100 points and have a 35% chance to drop a floating, rotating green octahedron pickup that restores 18 health when collected.

Controls: WASD moves relative to the camera orientation, mouse movement aims/rotates the third-person camera after pointer lock, left click or Space fires, and Shift provides a 1.35x sprint/boost. The player faces the camera yaw direction and fires forward. Projectiles are small glowing spheres: player shots are yellow/cream and enemy shots red; Tank shots should be visibly larger and use a heavier firing sound. Shots travel forward, expire after roughly 2.2 seconds, leave the arena, or stop when hitting an obstacle. Player shots damage enemies and enemy shots damage the player. Include simple synthesized firing, hit, explosion, and pickup sounds if available.

HUD: while playing, keep a fixed top HUD with three translucent dark rounded panels. The left panel shows Country, Role, and Map. The centered panel shows Health, Score, and Wave as current wave/total waves. The right panel shows “Enemies:” followed by selected enemy names, a changing status such as “Stay mobile and clear the wave,” “Wave N incoming,” “Wave cleared. Reinforcements incoming,” “Under fire,” “All enemy waves defeated,” or “You were overrun,” plus the small control hint “WASD move · Mouse aim · Click/Space fire · Shift boost.” Flash a subtle red border when hit. Start with the menu visible and the HUD behind it. Deploy builds the chosen arena, creates the player, and spawns wave 1. When a wave is cleared, wait about 2.2 seconds before spawning the next. On victory show a centered dark end overlay titled “Mission Complete” with text saying the player survived all waves with their country; on defeat show “Defeat” and report the role was destroyed and the score. Include a Back to Menu button. The Random Loadout button randomizes country, role, map, and enemy checkbox selections. Number keys 1/2/3/4 set the role selection to Army/Air Force/Tank/Sniper before deployment; R after game over returns to the menu. Resize responsively and keep the world rendered in a Three.js-style WebGL canvas.

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