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Arcade › Operation Iron Veil
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lapbakr bakor built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Operation Iron Veil yet. Play it, then tell lapbakr bakor what you would add next.
Operation Iron Veil was built by lapbakr bakor 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 Iron Veil 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 single-player browser FPS vertical slice titled “Operation Iron Veil,” set at Blackridge Military Training Base on a cold, hazy morning. Use a first-person camera with mouse look and WASD movement, Shift sprint, Space jump, E interact, left mouse button fire, R reload, and Escape pause. On touch devices, provide runtime joystick/touch-look controls. Begin with a polished, dark military briefing UI: a full-screen black/blue-green gradient menu card with thin green-gray border, amber eyebrow text “BLACKRIDGE TRAINING COMMAND,” large condensed title “OPERATION IRON VEIL” with the second line in muted pale green, tagline about Arrival, Commander briefing, and Marksmanship Training, and a prominent “BEGIN OPERATION” button. After that show a briefing screen labeled “MISSION BRIEFING / TRAINING 01,” with “BLACKRIDGE ARRIVAL,” a two-column information grid (location Blackridge Military Training Base, weather Cold morning / light haze, assigned officer Commander Adrian Vale, primary objective Report to the command headquarters), explanatory text, and a “DEPLOY TO BLACKRIDGE” button. Build a low-poly 3D military base using Three.js-style geometry and catalog-like low-poly assets. The scene is an outdoor parade ground with a large dark green ground plane, a central dark access road with a thin yellow center stripe, muted gray-green architectural blocks, atmospheric fog, cool desaturated lighting, and warm sunlight. Include: a layered command headquarters on the left/rear with concrete main block, dark roof band, glass-like wing, entrance steps, and floating sign “COMMAND HEADQUARTERS”; a barracks block on the right/rear with roof, blue-green windows, and “BARRACKS” sign; a live-fire range on the far right/front with a range building, roof, seven marked lanes, lane walls, and “LIVE FIRE RANGE” sign; a motor pool/garage on the left with a dark garage door, “MOTOR POOL” sign, and a static transport truck; a perimeter fence made of posts and rails along the far edge, a guard post, scattered rocks and small grass patches. Add four animated low-poly soldier characters: Commander Adrian Vale near the HQ, plus three blue-uniform background squad soldiers around the command area. Use idle humanoid animation where available, with fallback architectural scene if external models fail. After deployment, show an FPS HUD over the world. At the top display “IRON VEIL // BLACKRIDGE” and “TRAINING EXERCISE.” In the upper-left, show a dark translucent “CURRENT OBJECTIVE” panel with amber accent and changing objective text/subtext. At center show a minimal four-segment white crosshair. At bottom-left show HEALTH with a green bar and numeric 100. At bottom-right show weapon name “VR-01 TRAINING RIFLE,” a large current magazine count formatted like “18 / 90,” and a small controls hint. The player starts near the base entrance/road, and the objective chain is strictly: 1) “Walk to Commander Vale at the command post” with subtext to follow the amber marker near HQ entrance. Place an amber floor marker at the commander’s location and show an “[ E ] Report to Commander Vale” interaction prompt when close. 2) On E near Commander Vale, open a centered lower dialogue panel and release mouse control. Present four sequential Commander Adrian Vale dialogue lines, advanced with a CONTINUE button: he says the recruit is early, introduces himself, explains the field requires following instructions/equipment/teamwork, sends the player to the live range with controlled fire, and finally evaluates the completed drill. After the dialogue, objective becomes “Reach the live-fire range,” with instruction to follow the marked path past barracks. 3) When the player reaches the live-fire range area, show “[ E ] Enter live-fire range”; pressing E changes objective to “Complete the marksmanship exercise,” instructing the player to hit 6 training targets with controlled fire. 4) Place six pale rectangular training targets on thin dark stands in the range, aligned down the lanes. Give them raycast hit detection from the center crosshair. Each target can only be hit once, turns amber when hit, increments TARGETS HIT, and after all six are hit changes objective to “Return to Commander Vale for evaluation.” Keep the rifle at 18 rounds per magazine and 90 reserve rounds; left-click consumes one round, R reloads up to 18 and subtracts from reserve. If firing with no ammo, give a brief subtle red damage-vignette flash, but do not invent enemy combat or damage systems. Track health as 100 and display it, even though this training slice does not include active enemies. 5) Return to Commander Vale and press E to display a training report modal. Calculate and show accuracy, targets hit out of 6, ammunition remaining, and assessment text: accuracy above 70% says “READY FOR DEPLOYMENT,” otherwise “PASS — KEEP TRAINING.” Include a “CONTINUE CAMPAIGN” button that returns to the menu and records a local completion flag. Include functional pause behavior with Escape and a centered modal containing RESUME, RESTART CHECKPOINT, and RETURN TO MENU. Restarting resets the player to the range checkpoint, ammunition to 18/90, health to 100, clears target hits, and resumes the range objective. Use collision-aware movement for the environment where appropriate, fog, shadows, a hemisphere light, warm directional key light, and cool fill light. Keep the art direction grounded in the visible implementation: restrained charcoal, military green, gray, pale mint, and amber palette; thin borders; translucent dark panels; condensed technical typography; sparse tactical UI; low-poly rather than photorealistic assets. Do not add the unimplemented full campaign, enemy AI, vehicles-as-player, branching narrative, squad commands, voice acting, cinematic camera tracks, or detailed building interiors.