Arcade › Operation Ironfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kellen.lenzt0 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Operation Ironfall yet. Play it, then tell kellen.lenzt0 what you would add next.
Operation Ironfall was built by kellen.lenzt0 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 Ironfall 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 first-person 3D survival shooter titled “OUTPOST ZERO // SURVIVAL RUN.” Use a dark blue-black sci-fi atmosphere with a large square arena on a flat ground plane, subtle fog, cool cyan lighting, and a faint glowing teal grid extending across the floor. The camera is a 72-degree perspective FPS camera controlled by the player, with a small cyan-lit pulse pistol visible in the lower-right foreground. Place several simple industrial cover blocks around the arena: dark gray-blue rectangular cuboids of varying sizes, including cover near (-8,-4), (8,2), (-2,8), (11,-10), and (-12,10) in the arena’s horizontal coordinates. Use shadows, reflective/rough metallic materials, and a clean low-poly sci-fi visual style. The player starts near the center/back of the arena and fights waves of large stylized alien monsters. Spawn the first wave with 3 + current wave enemies (up to 10 at once), positioned around a roughly 20-unit-radius ring. Enemies should visibly run toward the player, turn to face them, and attack at close range. Each alien has 3 hit points; each successful pistol hit removes one hit point, and killing one awards 100 score. Enemies should be able to damage the player when within about 1.7 world units, dealing 7 health every 0.75 seconds. Continue spawning additional enemies about every 4 seconds while respecting an increasing population cap, and start a new wave every 35 seconds; display a wave notification when it advances. The game is an endless survival run until health reaches zero. Give the player 100 health and 24 starting ammunition. Clicking or tapping fires the pistol with a short 0.16-second cooldown, consumes one ammo, raycasts straight from the center of the camera, and briefly shows a bright cyan tracer line toward the target. If the player shoots with no ammo, show “OUT OF AMMO — FIND LOOT.” Pressing R only reloads/refills to 24 when ammo is exactly zero. Killed aliens have a 75% chance to drop a floating, spinning glowing octahedron pickup: most are yellow-orange ammo pickups worth +8 ammo, and some are green health pickups restoring +25 health up to a maximum of 100. Make pickups bob gently and collect them automatically when the player comes within about 1.5 units, with short toast messages “+8 AMMO,” “+25 HEALTH,” or “HIT.” Support WASD or a virtual joystick to move, mouse dragging or touch dragging to look, click/tap to fire, Shift to sprint, and Space to jump. Keep the crosshair fixed at screen center as a thin glowing pale-cyan plus. Use a dark translucent glass-like HUD overlay: at top-left show the cyan uppercase brand “OUTPOST ZERO // SURVIVAL RUN”; at top-right show a rounded bordered stats panel with HEALTH, AMMO, WAVE, and SCORE values, initially 100, 24, 1, and 0. At the bottom center show the instruction line “WASD / joystick to move · mouse / drag to look · click / tap to fire · Shift sprint · Space jump.” Use a dark blue background, cyan-white typography, subtle borders, and responsive spacing for mobile screens. When health reaches zero, stop gameplay and show a centered dark translucent modal reading “OUTPOST LOST,” a survival-time and score summary such as “You survived [seconds] seconds and scored [score].”, and a bright cyan “RESTART RUN” button that reloads/restarts the run. Maintain the restrained, atmospheric presentation visible in the reference: near-black navy sky/background, cyan highlights, minimal HUD, chunky sci-fi cover, and a close first-person weapon/alien encounter rather than a third-person view.