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Iron Line

  • 3d
  • first-person-shooter
  • mobile
  • low-poly
  • military
  • arcade
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Iron Line was built 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 Line 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 Line

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 Three.js first-person shooter titled “Iron Line.” The game is viewed from a first-person camera at eye height, looking down a long dark muddy road through a sparse, low-poly battlefield. Use a muted gray-blue sky/background with matching distance fog, a flat olive-gray ground plane, and a dark charcoal road about 9 units wide extending forward. The scene should have soft directional daylight and shadows, with a subdued, blocky military/trench aesthetic.

Build the environment as follows: place repeated tan-brown rectangular sandbag/cover blocks in lines along both sides of the near road, plus larger blocky cover pieces in the road and at the sides farther ahead, including ruined wall sections and scattered small dark debris extending into the distance. Add several simple low-poly bunker props in the far field. Keep the playable corridor open from approximately z=8 back to z=-64, constrain the player to x=-6..6 and that z range, and use fog so the far battlefield fades into the gray horizon.

The player is an invisible first-person soldier with a rifle model visible in the lower-right foreground. Position the rifle as a dark/gray low-poly weapon attached to the camera; on firing, briefly move it backward/downward to suggest recoil. Place six low-poly animated enemy soldiers down the road at approximately (-3.2,-16), (3.2,-22), (-2.8,-31), (2.7,-40), (-1.5,-50), and (3.4,-58). They face toward the player and idle with a soldier animation. When the player aims at an enemy and fires, use a center-screen raycast: each enemy has 2 hit points, loses one per hit, plays a hit reaction on the first hit and a death animation on the second, then remains dead and is no longer counted as alive. Enemies should turn to look toward the player. If a living enemy is within 25 units, periodically set the status message to indicate incoming enemy fire, but do not add invented damage, health, or enemy projectiles—the implemented game has no player health system.

Core goal: advance along the battlefield road and shoot all six enemies. Start with 12 rounds. Firing is limited to one shot every 180 ms and does nothing when ammo is zero. A successful hit briefly changes the status to “명중!” and then returns to “전선을 돌파하라.” Keyboard Space and the on-screen FIRE button shoot. Press R to instantly refill ammo to 12 and show “재장전 완료”; do not create a separate reload animation or weapon inventory.

Use a minimal mobile-friendly HUD rendered over the 3D view. At the top-left show cream text equivalent to “IRON LINE   탄약 12/12   적 6,” updating ammo and the count of living enemies, with the Korean objective/status line below it. Show a cream crosshair at the exact center made of four short separated lines. At bottom-left show a translucent circular virtual joystick with a smaller inner knob. At bottom-right show a dark translucent circular FIRE button labeled “FIRE” in cream. Preserve the sparse, mostly empty lower foreground visible in the reference: the road occupies the center and the controls overlay the scene.

Controls: support WASD and arrow keys for forward/back/strafe, Space to fire, and R to refill ammo. Also support touch/pointer input: drag the circular joystick at bottom-left to move, drag elsewhere to look around, tap/hold the bottom-right FIRE area to fire repeatedly subject to the 180 ms cooldown. Use first-person yaw/pitch look with pitch clamped to roughly +/-1.35 radians, a 72-degree perspective camera, and smooth movement around 3.4 units/second. Match the visual style in the reference: simple untextured or minimally textured low-poly geometry, tan sandbags, dark green-gray ground, very dark road, gray overcast sky, warm daylight, soft shadows, and a utilitarian Korean/cream HUD.

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