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Math Reload

  • 3d
  • first-person-shooter
  • math
  • educational
  • arcade
  • wave-survival
  • neon
0
Remix it Discord

0 plays ·added July 23, 2026

About Math Reload

a maths game for my class project.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Shawn Park built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Math Reload yet. Play it, then tell Shawn Park what you would add next.

Make your own game

Math Reload was built by Shawn Park 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 Math Reload 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 Math Reload

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 3D arcade shooter/math-learning game titled “Math Reload,” with the author blurb “a maths game for my class project.” Build it in Three.js with a dark neon sci-fi presentation. The camera is an FPS view over a circular arena: a dark blue/teal floor disc and a glowing perimeter ring, evenly spaced square pillars around the edge, soft directional shadows, ambient blue lighting, fog, and a small gun viewmodel visible at the lower-right of the camera. Start on a full-screen dark translucent menu overlay with the yellow title “Math Reload,” explanatory text, a four-weapon list, and a bright rounded green-to-blue “Start” button. The menu explains that the player shoots incoming targets, and pressing R starts a reload quiz of five measurement questions; correct answers award bullets for the current gun, and surviving waves unlocks weapons.

Core gameplay: after Start, place the player near the centre of the arena with 100 health and a pistol containing 8 rounds. Enemies spawn around the outer edge and move directly toward the player; touching/approaching the player deals continuous damage. Keep the player inside the circular boundary. Use FPS movement with WASD or arrow keys, mouse look, and jumping through the FPS controls; clicking/tapping fires. A crosshair stays at screen centre and raycasts toward enemies. Show muzzle flashes, colored projectile tracers, hit markers, procedural weapon/hit/kill/unlock sounds, recoil, and particle bursts when an enemy dies.

Enemies are simple glowing capsule-like targets with floating health bars. Include three types: red grunt (2 HP, moderate speed, 100 points), yellow runner (1 HP, fast, 60 points), and blue tank (5 HP, slow, 250 points). Wave 1 mainly uses grunts; runners begin appearing from wave 2, tanks from wave 3, and additional runners from wave 4. Start with four enemies, continuously spawn enemies with a wave-scaled maximum and shorter spawn intervals at higher waves. The player must kill 6 enemies for wave 1; later wave targets are 6 + wave number * 2. Display a temporary “WAVE n” notification and advance waves automatically. Every third wave after the first, change to the next arena theme.

Implement four weapons selected with number keys 1–4 and show them in a vertical right-side weapon switcher. The active weapon is highlighted and locked weapons are dimmed. PISTOL (key 1) is available immediately: 8 rounds, single shot, 1 damage, 0.25-second cooldown, 3 bullets per correct quiz answer. SMG (key 2) unlocks at wave 2: 15 rounds, automatic fire while holding the mouse/touch button, 1 damage, rapid 0.07-second cooldown, slight spread, 4 bullets per correct answer. SHOTGUN (key 3) unlocks at wave 3: 4 shells, six pellets per shot with wide spread, 0.55-second cooldown, 1 damage per pellet, 1 shell per correct answer. RAILGUN (key 4) unlocks at wave 5: 3 rounds, 5 damage, 0.9-second cooldown, a piercing shot that can damage multiple enemies, cyan tracer, and 1 round per correct answer. On unlocking, grant half the weapon’s maximum ammo and show an “X UNLOCKED!” notification. Weapon models should be simple low-poly shapes: gray pistol, green SMG with magazine, brown shotgun, and a blue/cyan glowing railgun.

The bottom-center HUD shows the current gun name and individual ammo bars/dots, with empty rounds darkened. When ammo is empty or the player presses R, start the reload quiz, unless the magazine is already full. Pause combat and show a nearly opaque full-screen quiz overlay titled “Reload Quiz,” with the current weapon and text such as “Reloading PISTOL — 3 bullets per correct answer,” a “Question n of 5” progress label, one measurement question, and four large answer buttons in a 2-column grid (one column on narrow screens). Randomly select and shuffle five questions from a bank covering NZ Phase 3 / Year 7–8 measurement: unit conversions, perimeter, area, volume, speed, density, time, metric units, hectares, tiles, circles, and related calculations. Use these exact examples/content and answers: 3.6 km = 3600 m; 4500 mL = 4.5 L; rectangle 125 m by 64 m perimeter = 378 m; cube edge 6 cm volume = 216 cm³; 245 km in 3.5 hours = 70 km/h; 2.8 tonnes = 2800 kg; 2 hours 25 minutes = 8700 s; 1.25 m = 1250 mm; triangle base 12 m height 9 m area = 54 m²; 500 g / 200 cm³ density = 2.5 g/cm³; 3750 g = 3.75 kg; pool 25×10×1.8 m volume = 450 m³; radius 8 cm circle using pi 3.14 area = 200.96 cm²; 6 km in 24 minutes = 0.25 km/min; 560 cL = 5.6 L; 2305 m is greater than 2.3 km; 1.2 ha = 12000 m²; 6 L in 8 min means 9 L takes 12 min; 2.4 m² = 24000 cm²; 1.65 m = 165 cm; 6 L 350 mL = 6350 mL; a 4 m by 2.5 m wall covered by 50 cm square tiles takes 40 tiles; 3 h 40 min = 13200 s; 18 km in 45 min = 24 km/h; 4.05 m = 405 cm. Shuffle answer order while preserving the correct answer. Correct answers turn green and say “✓ Correct!”; wrong answers turn red and show the correct answer as feedback, then move to the next question after a short delay. After five, give ammo equal to correct answers times that gun’s reload amount, clamped to the magazine maximum but always at least 1, and close the overlay.

Use a fixed HUD over the 3D view: top chips for Score, Health, Kills, and Best/high score; health is both a number and a red/orange bottom-left health bar that turns low-health red; show a central customizable crosshair, hit marker, reload hint (“PRESS R TO RELOAD”), weapon/ammo panel, and wave notification. Award the specified enemy score values, track kills, and persist the best score in localStorage. On health reaching zero, stop gameplay and show the menu-style overlay as “Game Over,” reporting score, kills, wave, and Best, with a “Play Again” button.

Include five themed arena maps cycled every three waves: Neon Arena (blue floor, green ring, no inner obstacles), Crystal Cavern (cool blue colors with three rock obstacles), Lava Pit (brown/orange colors with blocking walls), Void Platform (dark purple colors with central and diagonal rocks), and Frozen Keep (blue/ice colors with four walls). Each has the circular floor/ring and perimeter pillars; obstacles should affect movement visually/collision-wise where implemented. Use dark navy backgrounds and neon accent colors: pale yellow for titles and score/ammo, mint green for active/unlock states, cyan/blue UI borders, red damage, and orange/red health.

Add a Settings button at the top centre during the game. Its full-screen settings panel pauses movement/combat and offers a mouse/touch sensitivity slider from 1–20, an Invert Y Axis toggle, crosshair style choices Circle/Cross/Dot, five crosshair colors (white, mint, red, cyan, yellow), and a crosshair size slider from 8–60, with a live preview and Close button. Persist these settings in localStorage. Make the layout responsive, retaining the quiz’s one-column answer layout on small screens. Include simple procedural Web Audio tones for the four guns, hits, kills, and weapon unlocks, initialized by the Start interaction.

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