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Arcade › Like Unreal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vladi Ivanov built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Like Unreal yet. Play it, then tell Vladi Ivanov what you would add next.
Like Unreal was built by Vladi Ivanov 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 Like Unreal 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 first-person 3D arena shooter titled “LIKE-UNREAL // OFFLINE ARENA.” Use a Three.js-style WebGL presentation with a 78-degree perspective FPS camera, pointer-lock mouse look, soft shadows, ACES-like tone mapping, dark fog, and a minimal high-contrast sci-fi HUD. The scene should be a square 34-by-34 dark navy arena floor with a raised/simple perimeter frame, four glowing cyan-blue corner pads, and a regular cyan neon grid of thin lines across the floor. Place several dark blue-gray rectangular cover blocks/crates around the arena, including cover near the left and right mid-distance and additional blocks toward the far corners. The background should be nearly black/navy with atmospheric fog; lighting should combine cool blue ambient/rim light with a subtle warm orange light. The visible player avatar is a small glowing cyan capsule-like humanoid body centered at the camera’s position, while enemies are five glowing magenta/pink capsule bots with a small bright orange/yellow core on their front/center. Start the player near the front-center of the arena at approximately (0, 1.2, 10), and spawn five bots around the arena at roughly (-10,-10), (10,-10), (-11,9), (10,10), and (0,-12). Keep the bots simple and readable: each has 100 health, faces the player, drifts slowly using gentle sinusoidal movement, and damages the player by proximity when within about 1.2 world units. There is no enemy projectile system. The player begins with 100 health and score 0000; killing a bot makes it disappear and awards 100 points. Standard firearms hit a bot for 25 damage, while the charged weapon hit does 55 damage, so bots generally require multiple hits. Allow movement with WASD, jumping with Space, mouse look through pointer lock, left mouse to fire, mouse wheel or number keys 1–7 to select weapons, V to toggle a melee knife, Shift to dash forward, and Escape to pause. Use physics-like movement with approximately 7.5 movement speed, jump speed 9, and gravity -24. The forward dash should move the player about 2.5 units in the camera’s horizontal forward direction. Implement seven selectable weapon labels and their visible behavior: 1 “PULSE CARBINE,” 2 “ARC LAUNCHER,” 3 “RESONANCE CANNON,” 4 “CRYO SHARDER,” 5 “BALL LIGHTNING,” 6 “LASER LANCE,” and 7 “RAPID LASER.” Fire simple glowing/projectile traces from the center/camera direction. Normal weapons use fast straight projectiles, generally speed 24 and lifetime about 1.2 seconds; the rapid laser uses speed 32. The Resonance Cannon (weapon 3) charges while the left mouse button is held, shows a yellow charge bar above the bottom HUD, and releases a slower projectile when the button is released; its projectile speed should scale from about 14 to 38 based on charge and deal 55 damage. Holding the left button should repeatedly fire normal weapons. V toggles “VOID KNIFE,” changing the crosshair treatment; clicking with the knife performs a short-range melee attack within about 2.3 units and instantly kills one nearby living bot for 100 points. Right mouse should temporarily activate an optic state in the weapon HUD, but it need not add a separate aiming view. Make the HUD match the screenshot’s sparse futuristic style. At top left show cyan, widely letter-spaced “LIKE-UNREAL” followed by white “// OFFLINE ARENA.” Centered near the top show small controls text: “WASD MOVE · SPACE JUMP · LMB FIRE · 1–7 WEAPONS · V KNIFE · SHIFT DASH · ESC PAUSE.” At top right show “SCORE 0000” and beneath it “BOTS 5 · ROUND 01,” updating score and remaining living bots. Put a white thin crosshair at screen center. At bottom left show the label “VITALS” and a large pink health number starting at 100. At bottom right show the current weapon name and a smaller status line such as “1 / 7 · READY”; for the knife show “VOID KNIFE” and “MELEE · V,” and for the optic show “OPTIC ACTIVE.” Show the Resonance Cannon’s yellow horizontal charge meter above the bottom area only while that weapon is selected. Use responsive sizing similar to a fullscreen overlay. Escape must open a translucent dark, blurred pause overlay with a bordered panel reading “PAUSED,” explaining that the user can click Resume or press Escape, and a RESUME button that restores pointer lock. Include an optional hidden debug overlay toggled by F1: a right-side translucent panel titled “DEBUG // MATCH CONTROL” showing time scale, bot state, vitals, and art look, with controls T to cycle time scale 1.0x/0.5x/2.0x, B to freeze/unfreeze bots, H to restore health to 100, and F5/F6 to cycle three color looks. The looks should be “AURORA” (default: navy floor, cyan edges, magenta bots, dark blue background), “EMBER” (warm dark red/purple background with orange edges and violet bots), and “MONOCHROME” (black/gray/white treatment). Keep the overall visual style low-poly, clean, neon-lit, moody, and strongly grounded in the supplied screenshot: a dark empty upper frame, blue grid floor receding toward the horizon, blocky cover, central pink enemy/player silhouette, and crisp white/cyan/pink HUD typography. Do not add maps, objectives, ammo counts, rounds beyond the displayed ROUND 01, enemy types, pickups, or online multiplayer that are not present in the original game.