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Loadout Lock

  • 3d
  • fps
  • shooter
  • arena
  • low-poly
  • sandbox
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. Brown BearsTeacher built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Loadout Lock yet. Play it, then tell Brown BearsTeacher what you would add next.

Make your own game

Loadout Lock was built by Brown BearsTeacher 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 Loadout Lock 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 Loadout Lock

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 first-person shooter prototype titled “Loadout Lock.” Use a dark navy, clean low-poly sci-fi arena rendered in 3D with a first-person camera and pointer-lock mouse look. The game begins with a centered translucent dark loadout panel near the top of the screen. Show the title “Loadout Lock,” the instruction “Pick a primary — then click Deploy,” and three selectable weapon cards in one row: Rifle (“Reliable mid-range. Great starter.”), Shotgun (“Deletes up close. Wide spread.”), and Sniper (“Big damage. Slow shots. Strong zoom.”). Rifle is selected initially with a cyan outline and subtle cyan-tinted background. Include Deploy and Controls buttons, plus a note explaining that online multiplayer needs a server and bots stand in as other players. The Controls screen should list WASD movement and mouse look, left-click shooting, right-click aiming, Shift sprint, Space jump, R reload, 1/2 weapon swap, and Esc to unlock the mouse, with a Back button.

When Deploy is clicked, hide the menu and enter a sandbox FPS arena. The arena should have a very dark blue floor, foggy dark background, outer box walls, and sparse rectangular cover blocks: roughly five chunky navy cover structures distributed around a 36-by-36 playable area, including a taller central block. Add a thin cyan emissive strip across the floor near the center. Lighting is subdued with soft ambient and directional light, giving the scene a moody blue-purple appearance. The player is represented in-world only by the first-person camera; enemy bots are simple colorful capsule-shaped low-poly characters, each with a floating dark nameplate above them. Use five roaming bots, named Nova, Rook, Echo, Vex, and Kite. They continuously circle/roam around the arena, strafe/change direction occasionally, face the player, and fire simple hitscan attacks when within about 22 units and unobstructed by cover. Enemy shots reduce player health by 6–11 points.

Implement the core loop as an endless score sandbox: move around, aim, shoot bots, earn one score point per elimination, and respawn after death. Bots have 100 HP, disappear when killed, and respawn after about 2.8 seconds at a random arena location. The player has 100 HP; on death, show a kill-feed message naming the bot that eliminated You, wait about 2.4 seconds, then respawn at a random position with full health and a small reserve-ammo top-up. There is no hard victory state.

Support controls exactly as follows: WASD movement, mouse/pointer-lock look, left click to fire, right click for zoomed aiming, Space to jump, Shift to sprint, R to reload, number 1 for the selected primary and 2 for the pistol sidearm, and Esc to release the pointer lock. Clicking the canvas while deployed should lock the mouse. Apply gravity, floor clamping, arena bounds, simple player-vs-cover collision, and jumping. The player walks at about 6 units/sec and sprints at about 8.5 units/sec.

Provide two weapon slots: the selected primary and a Pistol sidearm. Rifle: 600 RPM, 18 damage, 0.65-degree spread, range 120, 30-round magazine, 1.4-second reload, modest zoom. Shotgun: 90 RPM, 10 damage per pellet, 5.5-degree spread, range 55, 8-round magazine, 1.8-second reload, eight pellets per shot, modest zoom. Sniper: 55 RPM, 95 damage, 0.08-degree spread, range 160, 5-round magazine, 2-second reload, stronger zoom. Pistol: 420 RPM, 12 damage, 1.1-degree spread, range 90, 12-round magazine, 1.2-second reload, modest zoom. Use hitscan raycasts from the camera, check cover/world blockers, consume one round per shot, prevent firing while reloading or dead, and automatically reload when the active magazine reaches zero. Include subtle synthesized shot, hit, and reload bleeps if audio is available.

Overlay a minimal HUD during play. At top left stack pill-shaped labels for “HP: 100,” “Ammo: magazine / reserve,” and “Score: 0.” At top right show “Weapon: Rifle (Primary)” or the appropriate active weapon and slot. Put a simple centered white crosshair made from thin horizontal and vertical bars. At bottom left show “Click to lock mouse.” At bottom right, display a fading kill feed in dark translucent rounded boxes, with cyan killer names and pink/red victim names, for example “You eliminated Nova” or “Nova eliminated You.” Keep typography clean sans-serif, with pale gray text, muted slate secondary text, cyan accent borders/highlights, dark translucent panels, rounded corners, and restrained shadows. The visual target is a sparse, polished prototype UI over a moody low-poly blue arena, not a detailed realistic military scene.

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