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Orbital Clash

  • 3d
  • first-person-shooter
  • arena-shooter
  • sci-fi
  • neon
  • action
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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. Kumara Jayasunha built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orbital Clash yet. Play it, then tell Kumara Jayasunha what you would add next.

Make your own game

Orbital Clash was built by Kumara Jayasunha 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 Orbital Clash 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 Orbital Clash

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 first-person 3D arena shooter titled "Orbital Clash". Use a dark futuristic reactor/industrial arena viewed through an FPS camera with mouse look. The scene should have a deep navy-black background and fog, strong cyan/blue lighting, emissive cyan rails and accents, metallic dark-blue materials, and bright red/gold pickups. Build a rectangular enclosed arena approximately 34 units wide by 26 units deep, with a low floor, tall perimeter walls, and several dark-blue rectangular cover blocks: a central block, cover near the back-left and front-right, and raised/large blocks near the front-left and back-right. Add five thin glowing cyan rails running lengthwise across the floor. Place four circular jump pads at approximately left-center (-7,0), right-center (7,0), back-center (0,-10), and front-center (0,10); each is a cyan cylindrical pad with a gold ring. When the player is grounded and walks within a pad, launch them upward with a strong boost, show the message "JUMP PAD BOOST," and briefly put the pad on cooldown.

The player starts near the front of the arena at (0,1,9), holding a visible futuristic blaster model at the lower-right of the view. Provide a small white/cyan glowing crosshair at screen center. Controls: WASD movement, mouse look, left click to fire, Space to jump, and R to reload. Use FPS movement with speed about 7.2, jump speed about 9.5, and gravity about -24. The player has 100 HP, a 24-round magazine, and 96 reserve ammo. Each click fires a short-lived bright cyan laser beam/ray from the camera toward the aim point, consumes one round, and has about a 0.18 second cooldown. Hitscan the four mech enemies; each hit deals 25 damage. If the magazine is empty, show "OUT OF AMMO". Reload with R by transferring reserve ammo into the magazine up to 24, showing "RELOADED".

Spawn four animated humanoid mech enemies using a low-poly/flat-color industrial robot appearance, initially at approximately (-9,0,-7), (9,0,-6), (-10,0,5), and (10,0,6). They should idle with animation, turn toward the player and pursue when within 15 units, moving at about 1.05 units/second. When within 5 units, attack periodically every 1.2 seconds for 8 HP. Show a brief translucent red damage flash when hit. Each mech starts with 100 HP and disappears when defeated; award 100 score and show "+100 MECH DOWN". Do not add enemy shooting or other weapon systems. Place four large supply crates around the corners/edges, approximately at (-12,-9), (12,9), (-12,9), and (12,-9), matching the industrial kit style.

Add two hovering collectible powerups: a red glowing octahedral core with a matching torus ring around (x=-0.5,z=0), named/treated as a rocket launcher pickup; and a gold glowing octahedral core with gold ring around (x=0,z=-8), treated as an overcharge pickup. They slowly rotate and bob. Collecting the rocket pickup hides it, sets the magazine to 8, adds 24 reserve ammo, and shows "ROCKETS ACQUIRED". Collecting the gold overcharge hides it and restores 35 HP up to a maximum of 100, showing "OVERCHARGE +35 HP". These are the only pickup effects; preserve the displayed ammo and HP rules.

HUD: fixed overlay with the cyan title "ORBITAL CLASH" at top-left, SCORE initially "SCORE 0000" beneath it, and top-right "HP 100" plus "AMMO 24 / 96". Update values live, pad score to four digits, and clamp displayed HP at zero. Include the center crosshair, a temporary cyan-bordered dark message box near the bottom center for gameplay notifications, a red full-screen damage flash, and bottom instructions reading "WASD move · mouse look · click fire · SPACE jump · collect power weapons". Use a dark translucent overlay on startup with a centered rounded rectangular panel, cyan border, subtle shadow, heading "ORBITAL CLASH", and this exact instruction: "Clear the reactor arena, chain jump pads, and grab the overcharged weapons before the mechs box you in." Include a bright cyan "DROP IN" button. Clicking it starts the game and hides the panel. On player death, stop gameplay and show a centered panel titled "ARENA LOST" with the score and text "Grab power weapons sooner and keep chaining the jump pads.", plus a "RESTART" button that resets HP, score, ammo, player position, and all defeated mechs. Keep the visual style as a polished minimal neon sci-fi FPS: dark navy industrial geometry, cyan emissive trims, cyan UI typography, red damage accents, and gold/red glowing collectibles.

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