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Arcade › Iron Swarm
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Iron Swarm was built by bailey.caleb4 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 Swarm 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-based 3D third-person/top-down mech arena shooter titled “Iron Swarm.” The camera should be a high, slightly behind-the-player perspective looking down at a circular sci-fi battlefield, with the mech near the center and a mouse-centered aiming reticle. Use a dark navy space-like background and fog, a broad circular metallic arena floor made from repeating square sci-fi panels, glowing cyan concentric range rings and twelve radial cyan spokes, plus a bright cyan outer boundary ring. Place several large industrial cargo containers as cover around the arena and evenly spaced illuminated signal pylons around the perimeter. Use a clean, polished low-poly sci-fi aesthetic with strong shadows, cool blue/cyan lighting, and emissive neon accents. The player controls a single humanoid combat mech, using the supplied Quaternius animated mech model when available. It stands on the arena plane, rotates to face the mouse cursor projected onto the ground, and has a visible forward weapon. Move with WASD in all four directions, circle-strafe while aiming, hold left mouse button to continuously fire, and press Space for a brief jump-jet/dash burst. Movement should be constrained inside the circular arena and pushed away from container obstacles. The dash lasts about 0.22 seconds, makes the mech move roughly 2.7 times faster, grants brief evasion/invulnerability, has a 1.6 second cooldown, and creates a small orange spark/explosion effect. The primary weapon fires rapid glowing cyan plasma bolts toward the mech’s facing direction, with a short firing interval of about 0.105 seconds. Each shot deals 18 damage and adds 8.5 weapon heat. Heat continuously vents, faster while overheated; firing should stop at 100 heat and resume after the heat drops to 25. Show bright projectile streaks and small orange spark particles on impacts and kills. Play sci-fi laser sounds for player shots and impact/enemy fire when audio is available. Run six sequential enemy waves with counts of 6, 9, 13, 17, 22, and 10. Spawn drones around the outside edge of the arena and bring them inward over time rather than spawning all at once. Standard flying attack drones use the supplied Quaternius cyberpunk flying-gun enemy model when available, hover above the floor with a slight bob, orbit while approaching, rotate toward the player, and fire pulsing projectiles when within roughly 10 units. Standard drones have health of 28 plus 3 per wave, move at roughly 5.1 plus 0.26 per wave, deal 7 damage per ranged hit, and deal 10 contact damage on a repeating contact timer. Their projectiles are small glowing red/pink spheres. Make the final, sixth wave a mixed heavy drone group: use the supplied Quaternius large-gun enemy model for heavy units when available. Heavy drones are larger, orange-toned, slower hovering enemies with 90 health, speed about 3.8, radius about 1.55, and stronger visual presence. In the final group, spawn heavy drones at the queue positions divisible by three and for the last three spawns, with the remaining units standard drones. Heavy drones can fire at up to roughly 14 units, deal 12 ranged damage, deal 18 contact damage, and their destruction produces a larger burst; destroying one can restore up to 8 mech armor. Regular enemies fire at up to roughly 10 units. Enemies should continuously home toward the player, with a slight lateral orbit, and contact damage should occur only periodically rather than every frame. The win condition is destroying all enemies in all six waves, followed by the message “MISSION CLEAR — all drone waves destroyed” and a visible Restart button. The lose condition is mech armor reaching zero, followed by “MECH DESTROYED — the swarm overwhelmed you” and a Restart button. Between waves, briefly announce the incoming wave; announce “FINAL WAVE: heavy drone group detected” for wave six. If the player is idle, show a gameplay hint about circle-strafing, venting heat, and keeping drones at range. Build the HUD as translucent dark navy sci-fi panels with thin cyan borders and cyan/white typography. Across the top show three panels: left “MECH ARMOR” with a bright green-to-yellow armor bar and value such as “100 / 100”; center “WAVE” with a large counter such as “1 / 6”; right “WEAPON HEAT” with a cyan-to-orange-to-red heat bar and status text “READY,” “HOT,” or “OVERHEATED.” Put a small cyan plus reticle at screen center. Under the top panels, show contextual wave and control messages in a dark translucent banner. Along the bottom center show chips for “Kills 0,” “Dash ready” or the remaining dash cooldown, and the number of active/incoming hostiles such as “6 hostiles.” Use responsive layout so the HUD remains readable on smaller screens. Include animated mech and drone models, emissive plasma and enemy projectiles, orange explosion particles, container shadows, arena fog, and a smooth camera that follows the player and aim direction.