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Outpost Strike

  • 3d
  • first-person
  • shooter
  • wave-survival
  • sci-fi
  • arena
  • arcade
0
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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. Vidvath N A built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Outpost Strike yet. Play it, then tell Vidvath N A what you would add next.

Make your own game

Outpost Strike was built by Vidvath N A 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 Strike 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 Outpost Strike

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 sci-fi arena shooter titled “Outpost Strike.” Use a Three.js-style WebGL presentation with a dark navy night-sky background, subtle fog, scattered small stars, cool blue lighting, shadows, and a large circular/contained arena floor with a faint cyan-blue grid. The player begins near the south side of the arena at approximately (0, 1.25, 12), holding a compact futuristic blaster visible at the lower-right of the first-person view: a dark blue rectangular body, dark grip, and a glowing cyan barrel. Place a raised outer boundary around the roughly 24-unit-radius arena and several chunky dark-blue rectangular cover barriers: a broad central wall, offset narrow walls, and additional cover blocks around the arena. Also scatter futuristic low-poly props including wide and medium crates and cylindrical machine barrels around the cover layout. The camera is first person with a centered white four-pronged crosshair that has a faint cyan glow.

The core gameplay is wave-based survival combat. Start at wave 1 with 7 floating drone targets. Each drone is a small hovering metallic pale-blue sphere with a glowing red/pink eye on its front and a red/pink torus ring around it. Spawn enemies at multiple points around the arena perimeter, with slight random offsets and varied hover heights. Drones continuously pursue the player across the floor, avoid bunching together with simple separation, bob vertically while hovering, face the player, and damage the player continuously when within about 1.8 units. Their movement speed slightly increases with wave number and their contact damage per second also increases with wave number. Keep enemies inside the arena bounds.

The player fires by raycasting from the center of the camera. Each shot has a short 0.16-second cooldown, produces a very brief bright cyan laser/tracer line from the weapon/camera toward the hit point, and can hit the first drone intersected. Each drone has 3 health and requires three hits; on each hit it briefly scales down slightly. Destroying a drone awards 100 points. After every fifth kill, spawn a floating green glowing cube medkit at the destroyed drone’s location; it gently bobs and rotates, and collecting it within about 1.55 units restores 25 health up to a maximum of 100. When all drones in a wave are eliminated, wait about 1.6 seconds, increment the wave, and spawn the next wave. Wave enemy count is 5 plus 2 times the wave number, capped at 20 (so wave 1 has 7); continue indefinitely until health reaches zero.

Use first-person FPS controls: click the canvas to lock the mouse and aim/look around, move with WASD or arrow keys, jump with Space, hold Shift to sprint, and fire with the mouse button. Include the mobile/touch alternative shown by the interface: a red FIRE button at bottom-right that fires on press and can be held for repeated fire, plus a hint saying to drag the right side to look and use the red button to fire. Also allow the F key to fire. Prevent firing after game over. Add a short sci-fi laser sound on firing when audio is available.

Build the HUD as fixed translucent dark rounded panels over the game. At top-left show four rows with bold labels and values: Score, Wave, Targets (number of living drones), and Health. Under them show a horizontal health bar with a pink/red-to-orange gradient that scales from 100% to 0%. At top-right show a panel reading “Outpost Strike” and the instructions: “Click to lock aim. Move with WASD / arrows, jump with Space, hold Shift to sprint, and fire with click or the red button.” Keep the crosshair centered. On touch-sized screens move the instruction panel to the lower-left above the fire control; on desktop hide the touch hint and fire button. When taking damage, briefly overlay a subtle red radial flash. When health reaches zero, stop combat and show a centered dark translucent “Mission Failed” card with the final score and reached wave, plus a rounded cyan-blue “Restart Run” button. Restarting must clear enemies, pickups, and fading shot traces, reset score to 0, wave to 1, health to 100, kill count and timers, return the player to the starting position, and immediately spawn the first wave. Use a restrained neon sci-fi palette: near-black navy sky, blue-black cover, pale cyan weapon and highlights, red/pink hostile drones and fire control, green healing pickups, and clean white/light-blue typography.

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