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NEON STRIKE

  • 3d
  • first-person
  • shooter
  • arcade
  • cyberpunk
  • neon
  • wave-based
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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. Raj Mondal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about NEON STRIKE yet. Play it, then tell Raj Mondal what you would add next.

Make your own game

NEON STRIKE was built by Raj Mondal 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 STRIKE 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 NEON STRIKE

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 game titled “NEON STRIKE” as a browser-based, first-person 3D neon shooting gallery. Use Three.js or an equivalent WebGL renderer, with a perspective camera at approximately eye height (camera around y=1.65) looking down a dark futuristic firing range. The player does not have a visible body; show a weapon model in the lower-right foreground, held toward the center crosshair. Aim by dragging/pointer movement (or touch-drag) to rotate the weapon/camera aim horizontally and vertically within limits. Fire with a large circular FIRE button at bottom-right, tap on the right side of the screen, Space/F on keyboard, or a second touch; reload with a smaller circular RELOAD button beside it or the R key. Include PAUSE and resume/restart/main-menu controls.

The game scene should be a dark sci-fi neon arena: nearly black/navy background with fog, a broad dark floor, cyan glowing grid lines, a distant dark wall, cyan side light strips, cyan/magenta point lighting, and sparse blue star-like points in the distance. Use a 68-degree perspective view. Place the player weapon in the lower-right foreground and support weapon models resembling futuristic blasters, pistol, shotgun, and sniper; if external models are unavailable, use a simple metallic dark blaster fallback. The weapon should have a brief pale muzzle flash, recoil, cyan laser tracer, hit effects, screen shake, and optional mobile vibration. Use neon cyan, hot pink, purple, orange, and yellow accents, with glowing UI and an arcade cyberpunk aesthetic. Use Orbitron/monospace-style typography, uppercase labels, dark translucent panels, cyan borders, and pink/cyan glow.

Gameplay is wave/level-based target shooting. At the beginning of a run, spawn several floating 3D industrial cargo-container targets ahead of the player, positioned randomly across x approximately -5.5 to 5.5, y approximately 1.4 to 5, and z approximately -9 to -20. Targets drift horizontally and vertically, bounce at arena edges, and bob slightly. Shoot using a raycast from the weapon toward the aim direction. A successful hit subtracts weapon damage from target health, creates yellow/orange square particle debris, shows a floating yellow damage number such as “-28”, briefly flashes the target, creates a hit marker at the crosshair, and plays a hit sound. Destroyed targets explode into orange/yellow particles and small flying fragments, show “BOOM!”, play an explosion sound, award points, coins, XP, and increase the combo. Ordinary targets have health scaling with level; at every fifth level include a larger boss target with substantially more health, larger scale, slower movement, bigger explosion, higher score/rewards. Destroy every target in the current wave to advance to the next level, award a level-completion coin and XP bonus, clear the arena, and spawn the next wave. Cap the level at 30. Wave sizes increase with level. A combo increases for consecutive kills and decays one step at a time after about 1.85 seconds without a hit; display a glowing pink “Nx COMBO” near the top center when above 1, and multiply kill score/rewards based on combo.

Implement ammunition and weapon timing. The default AK-47 has 30 rounds, 28 damage, and a 320 ms fire interval. Display current ammo/max ammo in an orange bordered panel above the fire controls. Prevent shooting while reloading, between shots faster than the weapon fire rate, or with zero ammo; automatically reload after the magazine empties. Reload time is weapon-specific and visually dips the weapon. The arsenal should support these weapons and exact basic stats: AK-47 (damage 28, magazine 30, common, unlocked); Desert Eagle (52, 8, rare, costs 420 coins); UMP-45 (22, 25, common, unlocked); Thompson (19, 35, common, unlocked); Combat Shotgun (68, 6, rare, costs 580); AWM Sniper (95, 5, epic, costs 1250); P90 (18, 50, common, unlocked). Fire rates/reload times should differentiate them: AK 320ms/1200ms, Desert Eagle 480ms/900ms, UMP 180ms/1100ms, Thompson 140ms/1350ms, Shotgun 850ms/1500ms, AWM 1100ms/1700ms, P90 95ms/950ms. Heavy weapons should have stronger muzzle/audio/recoil feedback. Support weapon upgrades up to level 5: each upgrade raises damage by 18%, magazine size by 12%, and reduces fire interval by 7%; show weapon damage, RPM, clip, rarity, current upgrade level, and EQUIP/UNLOCK/UPG buttons.

Rarely create a green-highlighted special target/power-up. Power-ups can provide either temporary 1.75x damage (“double”) or refill ammo (“ammo”); level transitions may also grant a temporary power-up effect lasting roughly 8.2 seconds. Include particles, tracers, hit markers, damage numbers, explosions, sound effects, a low neon hum, and optional shake/particles/vibration settings. The settings panel should expose aim sensitivity (0.3–2.5), vibration toggle, screen-shake toggle, and particle amount (with the game honoring these settings).

Build the full front-end flow. On launch, show a centered intro/loading screen for about 3.2 seconds with the gradient logo “NEON STRIKE,” subtitle “RUK MORDERS GANG,” cyan-to-pink loading bar, and “CREATED BY RUK MORDERS GANG,” then fade to the main menu. The menu is a dark full-screen panel with NEON STRIKE header, a coin counter, and buttons: PLAY, ARSENAL, STORE, PROFILE, MISSIONS, SETTINGS, GAME INFO, and DAILY REWARD. Persist progression in local storage. Start with 1250 coins, level 1, 0 XP, AK-47 equipped, AK/UMP/Thompson/P90 unlocked, no upgrades, zero kills, and high score 0. Store should sell an ammo pack for 65 coins that refills the current magazine during play, an XP boost for 95 coins that grants 80 XP, a 250-coin pack for 180 coins, and unlockable weapons. Profile should show player level, XP toward the next threshold (100 + level*45), coins, total kills, high score, weapons unlocked out of 7, and achievement count. Missions should include: get a 6x combo for 120 coins, destroy 15 targets in one game for 90, reach level 5 for 200, and kill a boss for 300; show claim/claimed states. Daily Reward should be claimable once per roughly 24 hours and award 180 + level*12 coins. Track the level-5 achievement and award coins when reached.

During gameplay, HUD elements should include top-left LEVEL 01-style text, top-center/right SCORE: 00000, XP: current/needed, a central 26px pink circular crosshair with cross lines, combo text, orange ammo display, bottom-right FIRE button, adjacent RELOAD button, top-right PAUSE button, and a small bottom-left hint “DRAG TO AIM • TAP FIRE.” Add a pause overlay reading PAUSED with RESUME, RESTART LEVEL, and MAIN MENU. On returning to the menu, save the high score if the run score beats it. Ensure the experience is interactive and playable rather than a static mockup.

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