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Ironline

  • 3d
  • top-down
  • shooter
  • action
  • military
  • arena
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. hchristensen1436 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ironline yet. Play it, then tell hchristensen1436 what you would add next.

Make your own game

Ironline was built by hchristensen1436 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 Ironline 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 Ironline

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 game titled “Ironline,” a compact top-down assault in an industrial warehouse yard. Use a Three.js-style WebGL scene with a perspective camera following the player from above/behind at roughly 14 units distance, with a muted steel-blue gray sky/background, fog fading the far edges, soft shadows, and a dark military-industrial color palette accented by amber hazard paint. The playable arena is a large square concrete/asphalt yard enclosed on the north, west, and east sides by tall gray warehouse walls, with an open entrance/south side where the player starts. Lay narrow amber lane stripes across the floor. Place repeated waist-high dark cover blocks in a row toward the back half of the yard and a row of low amber industrial barriers farther forward; add dark vertical pillars against the rear warehouse wall. The scene should feel sparse, blocky, and utilitarian rather than highly decorated.

The player is a third-person/top-down soldier character starting near the open southern end of the yard, equipped with a visible machine gun held in front. Load or model a low-poly male soldier and machine gun with cast shadows. Movement should be controlled with WASD or arrow keys through a top-down follow camera; keep the player on the yard floor. The player can fire by clicking/tapping the screen. Aim shots from the player toward the clicked screen/floor location using a raycast, with a small center-screen crosshair. Include a brief firing/muzzle movement cooldown of about 0.18 seconds so rapid firing is limited. Each hostile soldier takes two successful hits; on the second hit, hide/remove that hostile and increment the takedown count.

Spawn exactly five hostile soldier characters at fixed positions distributed around the yard (approximately (-12,-10), (10,-14), (-7,2), (14,5), and (4,-3) in the yard’s x/z coordinates). They stand initially idle, face generally toward the player, and become active once the game starts. Hostiles should detect/chase the player when within about 18 world units, slowly moving toward them at about 0.55 units per second until within 5 units. At close range, occasionally damage the player, represented only by a brief translucent red screen flash; there is no stated health bar, death state, enemy projectile, or weapon/ammunition HUD. Enemies should not be able to damage the player from range. When all five are defeated, display “YARD SECURED · REFRESH TO RUN IT AGAIN.”

Build the HUD as a clean, minimal military overlay on top of the 3D view. At the upper left show “IRONLINE // TOP-DOWN ASSAULT” in small uppercase light gray text; at the upper right show an amber counter in the format “HOSTILES 5 · TAKEDOWNS 0,” updating as enemies are defeated. Put a small pale crosshair at the exact center. At the bottom center show “TOP-DOWN VIEW · WASD / ARROWS MOVE · TAP OR CLICK FIRE” before play, changing after launch to “TOP-DOWN ASSAULT · TAP OR CLICK TO FIRE.” On the initial screen, place a centered dark translucent rectangular button with a thin amber border and uppercase amber label “ENTER THE YARD.” Clicking it (or pressing Enter) starts the action and hides the button. Use a nearly black #0d1115 page background, white/gray HUD text, amber-gold highlights, subtle text shadows, and responsive positioning for smaller screens. Ensure the game begins with five living hostiles and a zero takedown score, and provide a restart-by-refresh flow after victory.

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