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Arcade › Neon Skirmish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. KingsTakeOver TV built it with Cinevva, so it works on a phone or a tablet too.
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Neon Skirmish was built by KingsTakeOver TV 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 Neon Skirmish 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-based first-person score-attack FPS titled "Neon Skirmish". Use a Three.js-style 3D perspective camera with mouse-look and pointer lock. The player is an unseen first-person character whose camera starts at (0, 1.65, 10) in a large, bounded neon arena. The scene should be minimal and stylized: a very dark navy/near-black background with fog, a dark blue ground plane, a glowing blue-purple grid extending across the floor, cool blue/cyan ambient and directional lighting, and roughly twelve randomly placed chunky rectangular cover blocks in dark indigo/purple-blue colors. The blocks should vary in width, depth, and height and provide physical cover from enemy projectiles; the player can collide with their sides and stand on their tops. Keep the playable arena within approximately x/z = -58 to 58. Core loop: click the canvas to enter pointer lock and begin playing, move around the arena, aim with the mouse, shoot hovering enemy drones, use the cover blocks to avoid incoming fire, and survive while building the highest possible score. There is no hard victory condition. Spawn seven enemies initially; when one is destroyed, remove it and respawn a replacement after about 650 ms unless the player is dead. Controls must be implemented as follows: WASD moves relative to the player’s facing direction, Space jumps when grounded, and either Shift key sprints. Normal movement speed is about 6.2 and sprint speed about 8.5. Apply gravity and allow the player to land on the ground or cover tops. Mouse movement controls yaw and pitch while pointer-locked, with pitch clamped to roughly +/- 0.49*pi. Left mouse fires while held; the weapon is a hitscan assault-rifle-like weapon with a 30-round magazine, 120 reserve rounds at the start, roughly 95 ms between shots, small random spread, and about 120 units of range. Press R to reload, taking about 1.1 seconds; automatically try to reload when firing with an empty magazine. Escape or losing focus unlocks the pointer lock and stops continuous firing. Press Enter after death to restart the score, player, ammo, enemies, and health. Enemies are simple glowing cyan/blue low-poly hovering drones, represented by rotating icosahedron-like shapes. Spawn each at a random x/z position across the arena and a random height around 2.2-4.4 units. They bob vertically, slowly strafe in a randomly chosen horizontal direction, reverse direction near arena bounds, and rotate visibly. Each drone has 40 health. A successful hitscan shot deals 22 damage: award 20 points for a nonlethal hit and 100 points for a kill. Make hit drones briefly brighten/flash and give the crosshair a short pulse. Destroyed drones should disappear with a small audiovisual feedback and respawn after the delay. Award score using an increasing combo multiplier that rises by 0.25 per scored hit/kill up to 10x and resets to 1 after about 2.2 seconds without scoring; misses reduce the combo slightly, but do not add a separate combo display unless desired only as an internal mechanic. Drones periodically fire slow pink/red glowing spherical projectiles toward the player when within about 55 units. Their firing aim should roughly lead the player’s current velocity, with slight random inaccuracy. Projectiles travel around 14-16 units/second, last up to six seconds, are destroyed by the ground or cover blocks, and damage the player for 12 health on contact. Add a small camera yaw/pitch kick when hit. The player starts at 100 health; reaching zero ends the run, stops firing, unlocks pointer lock, and shows the game-over overlay. Do not add player weapons, enemy types, powerups, or a hard win screen beyond this loop. Build the HUD as a clean futuristic overlay matching the dark neon visual style. At the upper left show a rounded dark translucent panel labeled SCORE with a large numeric score starting at 0. Beside it show an AMMO panel with large "30 / 120" formatting and a small reload status that says "reloading…" during reload. To the right show a HEALTH panel with a wide rounded horizontal health bar starting full; use a vivid green-to-cyan gradient while healthy and change it to a danger red/pink gradient below roughly 35 health. Put a small centered crosshair over the 3D view, with a subtle scale pulse on hits. At startup, show a large centered translucent rounded instruction panel reading "Neon Skirmish", followed by: "Click to play (pointer lock). WASD move, Space jump, Shift sprint. Left click shoot, R reload. Survive and farm score." Include the tip "Tip: use cover blocks — drones lead their shots." Hide the instruction banner once pointer lock is engaged and show it again when unlocked if that is how the interface communicates the start state. On death, show a centered dark panel reading "GAME OVER" and "Press Enter to restart". Use a restrained neon palette: background #070812-like near black, navy floor, indigo cover, cyan/teal highlights, and pink-red enemy projectiles. Add minimal synthesized shooting, hit, reload, jump, enemy-fire, and death sounds if audio is available, but keep the presentation lightweight and prototype-like. Include a brief cyan muzzle tracer line when firing. Ensure the result is playable directly in a browser and responsive to window resizing, with the crosshair and HUD fixed to the viewport while the camera renders the arena behind them.