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Arcade › Outpost Skirmish
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kazmeenkazmeenmam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Outpost Skirmish yet. Play it, then tell kazmeenkazmeenmam what you would add next.
Outpost Skirmish was built by kazmeenkazmeenmam 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 Outpost Skirmish 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 lightweight browser-based 3D first-person shooter titled “Outpost Skirmish,” built with Three.js and designed to run without a server on older PCs. Use a low-poly military outpost aesthetic, compact arena scale, simple geometry, and efficient rendering. Camera and player: use a first-person perspective camera with mouse-look and a centered pale-yellow crosshair. The player starts near the south side of the arena at approximately (0, 0, 30), moves with WASD or arrow keys, can run with Shift, jump with Space, and unlocks the mouse with Escape. Include touch-friendly on-screen FIRE and RESTART buttons. The player carries a stylized low-poly rifle visible in the lower-right foreground: dark rectangular receiver and barrel, brown angled stock, dark magazine, and small scope. Arena: make a square 82-by-82 battle arena with a dark green ground plane and solid waist/high perimeter walls on all four sides, with fog and a muted teal-gray sky/background. The walls should be simple low-poly gray-green blocks. Scatter compact cover throughout: roughly fourteen larger rectangular blocks around the middle area, using gray-green wall material and occasional tan/sand-colored blocks, plus around twelve low thin red-brown barriers arranged in rows. Add a few low-poly trees around the outer edges and scattered low-poly rocks. Use soft shadows, a warm directional sun, cool fill/hemi lighting, muted military colors, and a lightly hazy atmosphere. Game flow and modes: begin with a full-screen dark teal menu overlay containing a centered rounded panel with a thin green border. Show the small label “LOW-POLY FPS • OPTIMIZED FOR OLDER PCS,” the large gold uppercase title “OUTPOST SKIRMISH,” descriptive text explaining that this is a compact battle arena with random weapon machines and enemy bots, and two buttons: gold “SINGLE PLAYER” and dark green “LOCAL BATTLE.” The mode buttons start the game and hide the menu. “Local Battle” is still a solo local session, but it should spawn more bots than Single Player. On game start show the message “DROP IN — FIND WEAPON MACHINES.” Combat: spawn animated low-poly soldier enemy bots using a soldier character model. In Single Player spawn 6 bots; in Local Battle spawn 10 bots. Place them at random locations across the arena. Each bot has 100 HP, idles with a simple animation, and wanders around a small area when the player is farther than 25 units. When within 25 units, have it face the player and periodically fire about every 0.9–1.7 seconds, damaging the player for roughly 3–8 HP and showing a short red tracer line from the bot toward the camera. Bots should be visually hidden when killed. The player’s shots use a raycast from the center of the camera, show a very brief pale-yellow tracer line, and damage the first hit bot. Kills add one to the kill count and 100 score, with a temporary “+100 BOT DOWN” notification. Start the player at 100 HP; when HP reaches zero, stop active play and show “YOU WERE ELIMINATED — RESTART.” Weapons and pickups: begin with a “Ranger SMG” having 28 damage, 0.16-second fire interval, and a 30-round magazine. Place 7 glowing weapon machines at random arena positions. Each machine is a small low-poly sci-fi dispenser: dark cylindrical base, colored rectangular upper unit (alternate blue-gray and brown), and a glowing mint/cyan screen. Make them slowly rotate and bob. When the player is within 3 units and clicks, presses E, or presses Space, collect the machine and randomly receive one of three weapons: Ranger SMG (28 damage, 30 rounds, 0.16 rate), Scout Rifle (58 damage, 8 rounds, 0.48 rate), or Burst Carbine (38 damage, 18 rounds, 0.28 rate). Reposition/reactivate the collected machine after 5 seconds. Display a pickup notification such as “PICKED UP SCOUT RIFLE.” Clicking fires; if the magazine is empty show “RELOAD — press R.” Press R to refill the current magazine immediately. HUD: once play begins, show a translucent dark info panel in the upper-left reading either “SOLO BATTLE” or “LOCAL BATTLE,” followed by HP, KILLS, and AMMO values, and a second line showing the current weapon name plus “Find a glowing weapon machine for a random gun.” Use pale gold for important numbers and a mint-green accent for the weapon tag. Put the centered gold crosshair over the 3D view, the stylized rifle at bottom-right, and vertical FIRE and RESTART buttons at lower-right. Temporary status messages appear near the upper center in a dark green rounded box with a thin light-green border. Use low-poly meshes and loaded low-poly assets only for soldiers, trees, and rocks; use basic boxes/cylinders for arena geometry, cover, barriers, and weapon machines. Keep the overall style restrained, readable, and optimized: muted green-gray environment, tan accents, red-brown barriers, gold UI highlights, simple shadows, fog, and no elaborate effects. The core loop is to move through cover, find weapon machines, shoot enemy bots, manage magazine ammo, and survive as long as possible; there is no round timer or explicit victory screen—restart reloads the page/game.