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Operation Cobra Vanguard

  • 3d
  • third-person
  • survival
  • action
  • sci-fi
  • horde
  • industrial
  • mobile-friendly
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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. Light Myat built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Operation Cobra Vanguard was built by Light Myat 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 Operation Cobra Vanguard 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 Operation Cobra Vanguard

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.

Recreate a browser-based 3D third-person survival game titled “Operation Cobra Vanguard.” Use a dark, cinematic industrial reactor yard at night with a near-black blue-green atmosphere, exponential fog, soft shadows, subtle ACES-style high-contrast lighting, and green radioactive illumination. The camera is a perspective third-person follow camera positioned about 6 units behind the player, with mouse look on desktop; support responsive desktop and iPad/mobile touch presentation.

Opening screen: keep the 3D reactor yard visible behind a full-screen translucent black/green lobby overlay. Center a wide bordered glass-like card. Show the small uppercase kicker “CLASSLESS SOLO SURVIVAL // NUCLEAR INCIDENT RESPONSE,” then the large two-line title “OPERATION COBRA VANGUARD.” Under it show: “Enter a contaminated reactor sector, scavenge scrap, and hold the line against radioactive infected. This browser slice is built for desktop and iPad touch controls.” Add buttons “DEPLOY INTO SECTOR” and “CONNECT WEB3 WALLET,” followed by “Wallet: not connected.” The wallet action is only a simulated demo: change the text to “Wallet: demo connected · premium shop simulated” and show a toast saying no blockchain transaction was sent. Also show the note: “Premium shop is shown as a safe demo placeholder — no real crypto transaction is executed in this browser build.” Deploy hides the lobby, starts the game, and displays a toast “Deploy complete. Hold the line.” Pressing Enter should also deploy.

World and visuals: build a large 70-by-70 dark metal ground plane in an enclosed industrial yard. Place large blocky reactor silhouettes: a reactor hall centered toward the far back (approximately 24 wide, 10 high, 7 deep), a control block to the left, a tall cooling tower to the right, and a low security wall across the rear. Add several narrow vertical structural beams, a crafting bench near the center-left with a thin glowing green top, glowing hazard panels, coolant pipes, a reactor tank, and an explosive barrel as industrial props. Use rough metallic gray-green materials and bright emissive green hazard lighting. Add a green point light and a red point light, cool moon-like directional light, and many small floating green radiation/fog particles. Include a small decorative plush easter egg at the far right/rear: a dark burgundy rounded body and head with little horns and glowing pale-green eyes.

Player: spawn a soldier/operator character at the front of the yard, around position (0,0,7), using a low-poly animated soldier model. Attach a large tactical axe in the player’s hand. The player moves in third person at roughly 4.8 speed and can jump under the third-person controller. Keyboard controls are WASD/arrow movement, mouse camera look, Shift sprint as presented in the on-screen help, Space or click to swing the axe, E to interact/craft, Q for inventory, and Escape to unlock the cursor. The implemented action buttons should also work: “SWING AXE,” “CRAFT [E],” and “INVENTORY [Q].”

Core loop: after deployment, waves begin automatically approximately every 4.5 seconds. Increase the wave counter and spawn between 2 plus the wave number and 7 radioactive infected, using animated zombie characters in a ring roughly 12–20 units around the player. Zombies walk toward the player whenever within 22 units. A short axe swing window lasts about 0.28 seconds; if an infected is within about 0.9 units during that window, remove it, increment the hidden score, award 2 scrap, and display the toast “Target neutralized +2 scrap.” The game has no visible health, ammo, or lives system in this slice. The code also awards 1 scrap immediately for every accepted axe swing, even if it does not hit, with the toast “Axe swing — harvest or hit targets nearby.” Zombies have 2 hit points in the underlying logic but one successful close swing sets them to zero. When wave 4 is reached, award the badge and show “Spec Ops Badge earned — solo classless milestone.”

Crafting and inventory: the yard has a visible crafting bench, but crafting is represented by HUD/toast logic rather than a visible weapon change. Pressing craft displays “CRAFTED: improvised carbine + 12 rounds” when the player has at least 3 scrap and subtracts 3 scrap; otherwise show “Need 3 scrap at the bench.” Inventory displays a toast in the format “Inventory: Tactical Axe · Scrap [current amount] · Classless mode.”

HUD: overlay a fixed, pointer-safe tactical interface. Top-left show “OCV // SECTOR 07” with a green vertical accent. Top-right show a bordered status panel reading “RADIATION: CRITICAL,” then “WAVE [number] · SCRAP [number] · BADGE [LOCKED or SPEC OPS].” Use thin green borders, translucent dark panels, pale green text, uppercase tracking, and subtle green glow. Put centered temporary toast panels near the top. On desktop place the controls help at bottom-left: “WASD / arrows move · mouse looks · Space / click swing axe,” “Shift sprint · E interact with bench · Q inventory · Esc unlocks cursor.” Place the three action buttons at bottom-right. On coarse/mobile pointers hide desktop help and action row and instead show a transparent circular joystick at bottom-left plus circular touch buttons at bottom-right labeled “AXE,” “CRAFT,” and “BAG.” The joystick should move the character directly while held. Make touch buttons large enough for an iPad and preserve the dark green glass-panel style.

Maintain the overall visual identity: restrained military/industrial sci-fi, contamination-response interface, black/charcoal environment, teal-green radiation glow, sparse red warning illumination, geometric low-poly assets, and readable large typography. Keep the wallet as a harmless simulated UI only; do not implement real crypto or premium transactions.

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