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Arcade › NETWORK
Click the game above and it runs right here in your browser. No download, no installer, no account needed. A.C. A.C. what would the world be like built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about NETWORK yet. Play it, then tell A.C. A.C. what would the world be like what you would add next.
NETWORK was built by A.C. A.C. what would the world be like 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 NETWORK 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 3D game titled NETWORK, a neon sci-fi action-strategy prototype set in a dark metallic quantum grid arena. Use a third-person elevated chase camera behind and above the player, with a large perspective view of a black floor covered by glowing cyan grid lines and periodic orange corporate boundary lines. The camera smoothly follows the player and looks slightly ahead of them. Add fog, dramatic cyan/orange/purple emissive lighting, shadows, and a futuristic HUD in an Orbitron-style typeface. The player is a blue glowing mech-like identity program, initially positioned near the front-center of the arena at approximately (0, 0, 8). Load a colorful sci-fi mech model if available, with a simple glowing capsule-and-ring fallback if not. The player moves freely on the X/Z plane with WASD or arrow keys, at a base speed around 13, clamped to the 150x150 arena bounds. Face the direction of movement. The player has 100 HP and can throw a bright cyan-white spinning identity-disc ring forward with Space or the THROW DISC button. Discs travel quickly in the facing direction, last about 1.25 seconds, have a short cooldown (roughly 0.55 seconds initially), and damage enemies on contact. Show cyan impact/de-rezzing particle bursts. Populate the world with glowing circuit/data spires: roughly 34 cyan or occasional orange illuminated rectangular towers with rings on top, scattered across the grid, avoiding the immediate starting area. At the far back around z=-42, place a purple BOA quantum portal made of a large rotating torus and glowing faceted core. Place four hackable district nodes at approximately (-22,-8), (21,-18), (-28,28), and (25,22). Each node is a glowing hexagonal/cylindrical pedestal with a hovering ring; the first starts orange and hacked for the corporation, while the other three start cyan/BOA-controlled. Nodes rotate visually. Spawn six BOA enforcer mech enemies in the rear half of the arena, initially arranged around x=-24,-15,-6,3,12,21 and z=-18 or -30. Use smaller copies of the mech model or orange-red glowing capsule fallbacks. Enemies continuously pursue the player, moving around 2.4–3.2 units/second, and inflict about 16 HP per second when within melee range. When an enemy is defeated by discs, hide it, emit a large orange/cyan particle burst, award 12 + 2x current R&D level DATA and 3 INFLUENCE, then respawn it after about 2.4 seconds at a random rear location. If player HP reaches zero, reset HP to 100, remove 25 DATA, reduce districts by one but never below one, and respawn the player at the starting point with the message “Legacy succession triggered. Data lost, heir deployed.” Implement the tactical progression loop. The initial resources are DATA 50, INFLUENCE 0, CORP TIER 1, DISTRICTS 1, R&D 1, and FLEET 1. Press E or HACK NODE to find the nearest district node. It only works within 7 units, otherwise show “Move near a district node to hack it.” Already captured nodes report that they already fly the corporate sigil. A new capture costs 30 + 10 times the current district count DATA; if affordable, subtract the cost, add one district and 12 influence, change that node’s materials from cyan to orange, burst particles, and increase corporation tier whenever the resulting district count is even. If insufficient DATA, show the required amount. Press R or R&D UPGRADE to buy research for 45 + 25 times the current R&D level DATA. On success, subtract the cost, increase R&D level, increase disc power (1 + floor(level/2)), increase movement speed by 0.6, and add one fleet charge. Disc cooldown should improve with R&D and disc velocity should increase slightly. Show a message such as “R&D Level N: faster disc, stronger dynasty tech.” Press F or CALL FLEET to spend one fleet charge. If available, show “Command ship firing orbital grid-nova,” create a visible corporate command spaceship hovering around (0,4.5,28), and fire a bright cyan orbital beam/effect toward a target around (0,0,-25), with a large particle explosion. Instantly defeat all active BOA enemies within 26 units of that target, awarding their normal DATA/influence and respawn behavior. If no charges remain, show a fleet-charge-empty message. The spaceship should use a sci-fi ship model when available. Build a fixed HUD over the game. At the upper left, show a cyan bordered translucent panel with the large spaced title NETWORK and subtitle “STEP INTO THE GRID · FORGE YOUR LEGACY.” At upper right show a matching stats panel with live values: “CORP TIER”, “DATA”, “INFLUENCE”, “DISTRICTS / 500”, “R&D”, “HP”, and “FLEET”, with orange glowing numeric accents. Center the screen has a thin cyan square reticle with orange crosshair lines. Display temporary centered translucent message panels for combat, capture, upgrade, and resource feedback. Along the bottom, show a briefing panel reading: “Slice: reclaim Grid districts from the BOA. Move with WASD/Arrows, throw your identity disc with Space, use tactical buttons to spend Data and expand your corporation.” Provide four large clickable/touch-friendly neon outlined buttons labeled THROW DISC, HACK NODE, R&D UPGRADE, and CALL FLEET; these perform the same actions as the keyboard shortcuts. Make the layout responsive, with the controls wrapping on narrow screens. Use a nearly black-blue background, cyan neon as the primary friendly color, orange for corporate ownership and boundaries, purple for the BOA portal, and red/orange for danger. Include emissive materials, grid-floor reflections/metallic roughness, fog, animated mech idle/run animations if the model loads, rotating portal and district rings, and particle physics for de-rezzing bursts. Start with the message “BOA controls the Grid. Capture nodes, upgrade R&D, and break the Network.” This is an action loop prototype rather than a menu or turn-based game: the player is always moving/fighting while using tactical actions to grow resources and territory.