Arcade › Power Watch
Click the game above and it runs right here in your browser. No download, no installer, no account needed. william barton built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Power Watch yet. Play it, then tell william barton what you would add next.
Power Watch was built by william barton 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 Power Watch 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.
Rebuild "Power Watch" as a browser-based Three.js ES-module first-person 3D tactical survival shooter. Begin with a dark, near-black navy main-menu interface with cyan borders/glows, rounded panels, pale text, gold/yellow section labels, and large buttons for Story, Endless, Settings, and Cash Shop. Story and Endless both open a character-selection screen showing three prominent selectable character cards: Rook Vale (EX-GUARD, cyan accent, Shield Pulse), Mira Ash (TIME RUNNER, gold accent, Time Slip), and Byte Zero (DRONE HACKER, purple accent, Ghost Drone), each with a short power description and story text. Also offer three armor choices—Recon Armor, Heavy Armor, and Ghost Suit—with health/speed tradeoffs. Include Settings controls for mobile layout choices Classic, Lefty, and Compact, and a shop reachable from the menu, an in-run SHOP button, or keyboard B. The actual game is a large first-person 3D grassy arena, approximately 320 world units across, viewed through a 75-degree perspective camera. Use bright stylized lighting: a painted blue-to-white sky dome with soft cloud-like highlights, blue atmospheric fog, ACES tone mapping, hemisphere light, strong directional sunlight with soft shadows, and a cool rim light. The ground is a detailed repeating green grass texture with tiny grass marks, yellow/blue flowers, subtle paths, and a visible grid-like ground helper. Scatter the arena with many conical trees, bushes, flowers, rocks, dark blue rectangular landmarks/buildings, and some cyan glowing landmarks. Keep the player at first-person height with a slight movement head-bob and a visible tactical body/weapon foreground: chest armor, sleeves, exposed forearms, gloves, hands and fingers, plus a detailed gun with stock, grip, magazine, barrel, rail, optic/lens, glowing accent strip, and animated muzzle flash. The third-person player model can exist but is hidden during normal play. Core loop: move around the arena, complete cash requests, collect pickups, fight increasingly dense waves, buy upgrades, use the Power Watch, and survive. Movement uses WASD or arrow keys; mouse drag/pointer lock aims and turns; click or Space fires. Press F for a melee strike, R to reload, number keys 1–6 to select weapons, Q to cycle weapons, E to activate the character power, and B to open/close the shop. On mobile, provide a virtual left stick and visible Shoot, Melee, Power, Reload, Swap, and SHOP buttons. Shooting should be automatic while the shoot control is held. Keep the player inside the arena bounds. Give the player six selectable guns: 1 Pistol (balanced, 12-round magazine), 2 Scatter (six-pellet close-range burst, 6 rounds), 3 Rifle (fast accurate, 28 rounds), 4 Rail (slow, high-damage shot, 4 rounds), 5 SMG (very fast, low-damage spray, 40 rounds), and 6 Launcher (slow explosive rocket, 3 rounds). Each weapon needs its own damage, fire rate, projectile speed, spread, pellet count, projectile lifetime, reload duration, model color, and magazine size. Show the weapon bar and current weapon/ammo in the HUD. Reload must visibly animate the first-person weapon: lower/twist the gun, move and briefly hide the magazine, then restore it, with reload sound cues. Add muzzle flashes and simple shot/reload/melee audio tones. Spawn hostile armored humanoids around the player and have them path directly toward the player with running stride, arm/leg motion, body bob, red glowing eyes, armor/vest pieces, shoulder pads, boots, and scrap-like weapons. Include normal melee enemies, tougher larger red brutes, yellow-accented shooters that fire enemy projectiles at range and back away when close, and boss Wardens. Normal enemies, brutes, shooters, and bosses should have different health, speed, radius, and damage. Waves increase with elapsed time (roughly one wave every 25 seconds), spawning faster and more densely; Story starts with a slower spawn delay than Endless. Enemies damage the player on contact, while shooters also fire. Player health drains visibly in a top HUD bar and the run ends when it reaches zero. Defeated enemies should not vanish instantly: animate collapse/fall, slide, fade out, and burst into colored shards. Bosses have a large health pool, glowing crown/core styling, arena-style low bass/drum music, special collapse animation, repeated red shockwave rings, a cash reward, final spark explosion, and music fade. Implement the three character powers with a 12-second cooldown and clear HUD/story feedback. Rook's Shield Pulse knocks nearby enemies back, damages them, and blocks damage for 4 seconds. Mira's Time Slip slows enemy/world behavior for 5 seconds while the player continues moving normally. Byte's Ghost Drone summons a hovering purple octahedron helper that orbits the player and fires toward enemies for a temporary duration. Pickups spawn in the arena and spin/hover until collected: Health (restore 40), Watch Charge (reduce cooldown), Speed Power, Damage Power, Rapid Power, Shield Power, and Drone Power. Temporary speed, damage, rapid-fire, shield, and drone effects last about 7–9 seconds as appropriate and should be shown in the HUD. Add a visible expanding colored ring effect for powers, explosions, and pickups. Display a tactical HUD over the 3D view. Include a health bar and exact health/max-health text, current character and armor, mode, cash, active cash request and progress, kills, wave, current weapon/ammo or reload countdown, melee readiness/cooldown, Power Watch readiness/cooldown, active boosts, equipped skin, and a hint that B opens the shop. Add a square mini-map in a dark translucent panel with a cyan border: show the player as a cyan directional triangle, enemies as red marks, colored pickups, and arena landmarks. Add a story/message panel for current objectives and power feedback. Cash requests randomly involve killing enemies, melee takedowns, collecting pickups, or surviving for a duration; completing one awards cash and immediately creates another. The Cash Shop sells Med Kit (restore 45), Ammo Crate (refill all magazines), Watch Battery (make the power ready), Armor Plate (+18 max health, up to 3), Damage Mod (+15% gun damage, up to 3), Extended Mags (+4 rounds per normal magazine or +1 launcher round, up to 3), Sprint Training (movement speed increase, up to 3), and Rent Ghost Drone (temporary helper). Include weapon skins in the shop: Standard Issue (free), Ember Ops, Arctic Ghost, Gold Contract, and Void Neon, each changing the gun body, accent/glow, optic lens, and muzzle flash. Persist owned/equipped skin state for the session and display costs/owned/equipped status. Story mode should display cinematic operation-start and act-transition cutscenes with a moving camera and dialogue overlay. Use character-specific story text: Rook lands outside a Blacksite tower to earn intel, break signal locks, and defeat a Warden clone; Mira enters a fractured training island to stabilize time anchors and find the exit timeline; Byte hacks a field server to decode memory shards and destroy a rogue command drone. Advance three story acts at kill thresholds around 8, 18, and 30 with cash rewards, then complete Story around 34 kills when enough cash has been earned, show an "Extraction Secured"/story-complete cutscene and victory result. Endless mode is nonstop survival and ends only on death. Show an end screen with the character, time survived, cash, wave, kills, objective result, and a restart/menu option. Keep the overall aesthetic as colorful stylized tactical sci-fi: bright grassland and sky contrasted with navy/cyan HUD panels, cyan/gold/purple character accents, glowing pickups and landmarks, red-eyed armored enemies, and readable responsive controls.