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Arcade › LUMENSTRIKE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohamed Mostafa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about LUMENSTRIKE yet. Play it, then tell Mohamed Mostafa what you would add next.
LUMENSTRIKE was built by Mohamed Mostafa 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 LUMENSTRIKE 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 3D third-person arena shooter called “LUMENSTRIKE: Heroes of the Lit Frontier.” Begin with a full-screen dark navy/black start overlay featuring a softly glowing radial blue-violet background, a centered translucent rounded panel with thin cyan border, the title LUMENSTRIKE in large spaced cyan lettering, the subtitle “Heroes of the Lit Frontier,” descriptive copy explaining that this is a playable MVP slice about fighting training mechs and capturing the Lit Relic with fair skill-first combat, and a pill-shaped cyan-to-violet button labeled “Start Training Drill.” Behind the overlay, show the game HUD and a dimly visible arena. After starting, place the player in a third-person, elevated over-the-shoulder/top-down camera in a circular Training Grounds: Verdant Tear arena. Use a dark blue-gray circular floor about 22 units wide, atmospheric navy fog, cool cyan illumination, magenta/violet accent light near the center, and sixteen tall glowing blue perimeter pylons. Scatter a few sci-fi platform pieces and simple crates as cover around the arena. The player is a small futuristic humanoid Driftrunner prototype, with a bright cyan visor/rim glow and a cyan ring marker on the ground. The camera follows smoothly from above and behind, looking toward the player; the player rotates to face the mouse cursor’s ray intersection with the ground. Include a small cyan circular reticle centered on the screen. The central objective is a floating/rotating cyan-emissive crystal called the Lit Relic, inside a marked capture zone: a thin bright cyan ring roughly 4.3 units in radius with a faint violet-blue interior glow. The player starts near the lower side of the arena and must move into this zone and remain there to capture it. Capture rises only while the player is inside and no enemies are in the zone, at about 12 percentage points per second. It decreases while enemies contest it (about 8 per second) or, when uncontested but the player is outside, more slowly (about 2.5 per second). Win the drill at 100% capture, briefly show “DRILL COMPLETE — Relic secured,” award shards and reset/restart the combat encounter after a short delay. Implement direct skill-based combat. Move with WASD or arrow keys at about 7.2 units/second, constrained to the circular arena. Aim with the mouse and fire the Pulse Blaster by holding the left mouse button or Space. Fire a bright cyan spherical projectile every 0.16 seconds; player shots travel quickly in the aimed direction, last briefly, and deal 25 damage on contact. Play a light laser shot sound if available. Add three abilities: Shift triggers “Burst Step,” instantly dashing about 3.2 units in the aim direction, granting roughly 0.28 seconds of invulnerability with a 2.1-second cooldown; Q deploys a violet circular “Gravity Well” about 5 units ahead, lasting 3.4 seconds, pulling nearby mechs toward it and briefly stunning them, with a 7.5-second cooldown; E creates a translucent cyan hemispherical “Concord Dome” centered at the player, lasting 4.2 seconds and blocking hostile projectiles inside its radius, with a 10-second cooldown. Display ability keys and names along the bottom-left HUD. Spawn hostile training mech drones around the outer arena, initially four and then maintain/spawn up to approximately 4 plus the current wave. Use chunky animated sci-fi mech models with dark gray bodies, subtle red/pink emissive accents, and red enemy ground rings. Mechs chase the player but stop at close range, keep separation from each other, and fire hostile pink/red plasma spheres toward the player when within about 13 units, roughly every 1.35–1.95 seconds; hostile shots deal 9 damage. The player has 120 health, shown as a cyan/green horizontal bar in the top-right panel, shifting toward yellow/red when low. Enemy health is not shown as a separate bar, but enemy ground markers shrink with remaining health. Player shots destroy a mech after enough hits; each defeated bot adds 100 score and 3 shards. If player health reaches zero, show “Downed — press Start to retry,” then reset the player and encounter after a short delay. Increase the wave when score reaches the current wave threshold (700 times the wave), and after a successful relic capture award an additional score/shard reward and begin a new encounter. Use a polished neon sci-fi interface matching the arena: fixed HUD with a translucent blue/violet glass panel at top-left showing “LUMENSTRIKE” and “Training Grounds: Verdant Tear”; top-right show “score · Wave · Bots,” then “Relic Control: [percentage] · Shards [count],” and the health bar. At the top-center show the instruction panel: “WASD move · mouse aim · click/Space fires Pulse Blaster · Shift dash · Q Gravity Well · E Shield Dome. Hold the glowing Tear to win the drill.” Show short glowing combat/status messages near the lower center such as “Burst Step,” “Gravity Well deployed,” and “Concord Dome blocks hostile fire.” Preserve the fair-combat rule in the start copy and game messaging: cosmetic/Web3 identity or ownership may represent style/status/collection only and must never alter damage, health, accuracy, cooldowns, movement speed, hit registration, or matchmaking. Support touch devices with a translucent virtual joystick at bottom-left and large circular controls at bottom-right for FIRE, DASH, and Q, while retaining the same arena and objective. Keep the overall presentation dark, atmospheric, clean, and futuristic, with cyan player/objective effects contrasted against violet gravity effects and pink enemy attacks. Use animated models where available, with simple glowing geometric fallbacks if assets fail to load.