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Arcade › Iron Ops
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vemi Tanush Reddy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Iron Ops yet. Play it, then tell Vemi Tanush Reddy what you would add next.
Iron Ops was built by Vemi Tanush Reddy 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 Ops 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.
Create a browser-playable low-poly World War II first-person shooter titled “Iron Ops,” with a dark olive military UI and a Three.js-style 3D FPS battlefield. The presentation is retro frontline / low-poly WW2: muted olive, khaki, wood, brick, concrete, and desaturated blue-green colors, simple blocky geometry, soft shadows, warm directional sunlight, gray-olive sky, and distance fog. Start on a full-screen lobby overlay above the 3D scene. The overlay is a centered dark green-black panel with a thin olive border and shadow, responsive on small screens, and scrollable vertically. At the top show the large spaced title “IRON OPS” in pale olive, subtitle “RETRO FRONTLINE // LOW-POLY WW2 FPS,” and two tabs: LOBBY (active olive button) and LOADOUT. In the Lobby tab use a two-column layout. The left card is titled “OPERATOR,” with a large dark radial-gradient operator display area labeled “STANDBY // FRONT LINE” and “OPERATOR DISPLAY,” plus buttons “DEPLOY TO FRONT LINE” and “OPEN GUNSMITH.” The right card is “MISSION SELECT,” with selectable modes TDM, Hardpoint, Control, and FFA; TDM is selected initially. Include an unchecked “Random mode” checkbox, then selectable map cards: “FRONT LINE” with “Trenches / bridge / lake” selected initially, “BUNKER COMPLEX” with “Concrete / towers / crates,” and “RUINED TOWN” with “Brick / alleys / windows.” Show status text saying “Local AI skirmish. First team to 30 eliminations.” Selecting a mode or map updates the status text. The Loadout tab has an “ARSENAL // PRIMARY” card with a dark operator/weapon stage, a “ROTATE WEAPON” button, and “SAVE LOADOUT” button. Beside it show five loadout slots with Equip buttons. The default slots are: M1 Garand with Long Barrel and Wood Stock, melee Trench Shovel, skin WW2 Infantry; Thompson with Suppressor and Grip, melee Combat Knife, skin Tactical Camo; BAR with Optic and Bipod, melee Brass Knuckles, skin Marine Raider; Springfield with Scope and Long Barrel, melee Baseball Bat, skin Recon Scout; and M1 Garand with Short Barrel, melee Karambit, skin Stahlhelm Vet. The active slot is highlighted. Include a gunsmith section with a primary dropdown containing M1 Garand, Thompson, BAR, and Springfield and horizontal stat bars for Damage, Fire Rate, Range, Control, Mobility. Use these exact stat values by weapon: M1 Garand [80,48,72,70,55], Thompson [55,88,45,62,85], BAR [78,56,66,58,46], Springfield [95,25,92,45,35]. Save loadouts to browser local storage and show a “LOADOUTS SAVED” feed message. When Deploy is clicked, hide the lobby and enter first-person gameplay. Show a small top HUD brand “IRON OPS” and mode/map text such as “TDM // FRONT LINE.” Put a simple white plus crosshair at the screen center. When aiming down sights, replace it with a large circular scope reticle with inner circle and vertical/horizontal cross lines. At the bottom left show “HEALTH / ARMOR” and values initially 100 / 50 in a dark translucent panel with olive accent border. At bottom right show “AMMO // M1 GARAND” and “8 / 64” with a gold accent border. At upper right show scrolling combat feed messages such as hit, elimination, reload, and victory notices. A red expanding circular damage arc briefly appears when hit. Use a first-person camera with approximately 76-degree field of view, positioned around eye height, and a simple visible field weapon when deployed: dark metal rectangular receiver, brown wooden stock, dark cylindrical barrel, and small sight, held low in front of the camera. The weapon is hidden in the lobby and visible during play. Right mouse aims down sights, changing FOV to about 55 and showing the scope reticle; releasing right mouse restores the normal FOV and crosshair. Left mouse fires. Fire shots are limited by a 240 ms delay, consume one round from an 8-round magazine, and do nothing while sprinting or when empty. R reloads instantly back to 8 and posts “RELOADED.” Middle mouse performs melee; within about 2.5 units of an enemy it is a one-hit elimination, with a 500 ms cooldown. Movement is FPS movement using WASD-style controls, with sprint on Shift, crouch on C, and jump supported by the FPS controller. Sprinting prevents shooting. Build three selectable blockout maps. Front Line has a large grass-textured ground plane, parallel khaki sandbag lines at z=-7 and z=7, a wooden bridge down the center, a blue-green lake at the far end, and two tall wooden towers at opposite sides. Bunker Complex has dark concrete/metal bunker blocks toward the back, wooden crates toward the front, and a larger central bunker. Ruined Town has repeated reddish brick ruin blocks in front and back rows and wooden crates through the center. Add roughly sixteen simple low-poly trees made from brown cylindrical trunks and olive cylindrical crowns across the maps. Use box and cylinder primitives with textured/noisy canvas materials for grass, wood, sandbags, brick, plus flat materials for water, metal, red, blue, and olive props. Spawn the player as a red-team low-poly animated male soldier at approximately (0,0,8), and five blue-team low-poly animated male soldiers around z=-8 and farther back. Use simple idle animations, shadows, and blocky low-poly military character models. The blue bots continuously move toward the player across the map; when within 6 units they stop and periodically attack. Each bot starts at 100 health. A centered raycast shot that hits a bot within 45 units deals 34 damage and posts “YOU HIT BLUE // 34 DMG.” Three successful hits eliminate a bot, increment the player score, post “ELIMINATION // N/30,” and immediately respawn that bot at a random position in the rear area with full health. Melee elimination posts “MELEE ONE-SHOT // ELIMINATION.” The objective is first team to 30 eliminations; reaching 30 posts “MISSION COMPLETE // VICTORY” and returns to the lobby after a short delay, changing the mode label to “LOBBY // VICTORY.” Bots attack every roughly 1.5–3.3 seconds while close, reducing armor by 8 and health by 2 while armor remains, otherwise health by 6. If health reaches zero, post “KIA // SELECT LOADOUT TO RESPAWN,” reopen the lobby, and end the current game. Keep the selected map/mode, score, health, armor, ammo, active loadout, and bot positions/state available to the game interface. Avoid adding mechanics not represented here; the selectable modes are presented in the lobby, but the implemented combat loop remains this local AI skirmish.