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Arcade › Mudline 25
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Mudline 25 was built by vaxowog289 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 Mudline 25 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 playable browser-based 3D first-person WW1-inspired trench infantry shooter titled “MUDLINE 25.” Use Three.js or an equivalent real-time 3D engine with a first-person camera, a muted muddy palette, dim daylight, soft shadows, and thick gray-brown fog. The game should feel like a compact, stylized low-poly military game using CC0 military-adjacent assets: modular soldier characters carrying rifles, wooden fence sections used as barbed-wire stand-ins, crates, barrels, barricades, logs, and rocky cliff blocks. Avoid bright modern colors or a clean sci-fi look. Opening/loading screen: cover the game with a dark brown radial-gradient overlay. Center the title “MUDLINE 25” in a typewriter-like serif font, subtitle “Compact trench infantry shooter,” an asset-loading status line, and a bordered brown/gold “Start Patrol” button. After starting, show the 3D game and lock the mouse pointer when possible. Core gameplay: the player is one infantry soldier represented primarily by a rifle visible in the lower-right foreground of the first-person view. Each sector is a compact straight trench lane approximately 7 units wide and 36 units long, surrounded by muddy terrain. The player starts near the back at one end, advances toward the objective, and eventually exits at the far end. Use a dark trench-floor strip, muddy ground plane, rock half-blocks forming raised trench shoulders on both sides, fog, and directional/hemisphere lighting. Populate the lane with cover and obstructions: crates, barrels, horizontal logs, barricade faces backed by crates and rocks, and several strips of fence sections standing in for wire entanglements. Obstacles block movement and provide line-of-sight cover; fence obstacles damage the player when they collide with them. Generate 25 sectors. Seed the layout by level so the arrangement is repeatable but varies by sector: shift the trench/objective bend slightly, vary objective and exit positions, cover positions, fence strips, and enemy patrol spots. Increase challenge with level number. Place a rotating yellow/gold objective marker with a circular ring and stake around the far-middle of the trench, and hide a green exit marker at the far end until the objective is completed. The marker stakes can use a rough wooden/log-like asset. Each level has 4 + roughly 0.55 times the level number enemies, capped at 16, and later levels add more bunker/cover and wire density. Enemies are visible soldier models with rifles, placed throughout the trench and initially facing generally toward the player. Give each enemy substantial health that increases with level (about 68 plus 4 per level). The player fires a hitscan rifle ray from the camera center; show a very brief glowing pale bullet-trace cylinder and a small red hit puff when an enemy is hit. A close hit should do extra damage. Enemies disappear when killed, and the HUD count decreases. Living enemies detect/approach the player when nearby or alerted, turn toward the player, and periodically fire their own visible bullet traces. Enemy shots can damage the player; obstacles between enemy and player reduce enemy accuracy. Rules and objective sequence: the player must kill every enemy before capturing the objective. When no enemies remain, approach the yellow objective and press E (or tap USE); if enemies remain, display a short message saying they must be cleared first. On successful interaction, hide the yellow marker, open/show the rotating green exit marker, and update the instruction to reach the exit. When the player reaches the green marker, advance to the next sector after a brief loading transition. Completing sector 25 displays a campaign-complete message and offers replay from level 1. Player systems: start each sector with 100 health, a five-round magazine, and reserve ammunition beginning around 28 and increasing modestly every few levels. Fire one shot no faster than roughly every 360 ms. R reloads over about 1.45 seconds, transferring rounds from reserve into the five-round magazine; block firing while reloading. Movement speed is brisk, use WASD or arrow keys, and prevent leaving the battlefield or walking through obstacle bounding boxes. Add subtle walking camera bob. Mouse movement while pointer-locked aims horizontally and vertically, with pitch clamped to nearly straight up/down. Space can also fire. Health reaching zero causes a wounded/game-over message and restarts the current sector after a short delay. HUD: keep a fixed overlay above the 3D view. At top-left use a translucent dark panel showing “Level N / 25,” a labeled Health bar with a dark red to orange fill and numeric health, and “Ammo 5 / 30” style magazine/reserve counts plus enemies remaining. At top-right show a matching panel with contextual objective instructions such as “Clear enemies and press E at the yellow objective stake,” “Objective captured. Exit opening…,” or “Reach the green exit marker to complete the level.” Put a small pale crosshair at screen center. Show temporary dark translucent bordered messages near the lower center for events such as level start, reloading, enemy down, wire damage, empty magazine, objective captured, and campaign completion. Support touch devices as well as desktop. On coarse-pointer screens show a translucent circular virtual joystick in the bottom-left for movement and four bottom-right buttons in a 2x2 arrangement labeled FIRE, R, USE, and LOOK. Dragging the game view should aim on touch; LOOK should request mouse/pointer look where supported. Keep the UI restrained, military/typewriter-inspired, with cream text, brown translucent panels, gold borders, and no debug overlays. Use realistic but low-poly imported assets with rough materials, muddy brown trench surfaces, desaturated olive/gray soldiers, fog, and a dark cinematic presentation matching the screenshot’s somber loading screen.