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Arcade › Pulse Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. kashan tariq built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse Arena yet. Play it, then tell kashan tariq what you would add next.
Pulse Arena was built by kashan tariq 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 Pulse Arena 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 first-person 3D arena shooter called “Pulse Arena.” Use Three.js-style real-time 3D rendering with a dark navy/black sci-fi atmosphere, fog, cool blue lighting, and a low-poly/blocky art style. The camera is an FPS camera controlled by mouse aim, with a small white glowing plus-shaped crosshair fixed at the center. The player starts near the south side of a square arena at approximately (0,1,16), carries a first-person rifle model when the asset loads, and is not represented by a visible third-person body. Use WASD to move, mouse to aim, left click to fire, Space to jump, and Shift to sprint; show the exact bottom hint: “WASD move · mouse aim · click fire · Space jump · Shift sprint · walk over pads to launch”. The player has gravity, can jump, and can be launched upward by walking over jump pads. Build a square enclosed arena approximately 44 by 44 units. Add a dark blue ground plane, four solid perimeter walls, a large 5x5 central block, two rectangular cover blocks at roughly west (-9,-5) and east (9,5), and four smaller cover blocks near the corners. The scene should have dark blue fog and dramatic blue/cyan illumination, with simple hard-edged geometry and subdued shadows. Place three circular launch pads on the floor at roughly (-12,0), (12,0), and (0,-15); each pad has a glowing cyan circular base and a gold/orange ring. When the player walks within about 1.45 units of one while near the ground, trigger a “JUMP PAD” message and launch the player upward with strong vertical velocity. Spawn four hostile blocky humanoid bots using two simple character variants. Put them initially around (-12,-10), (12,10), (0,-10), and (10,0). They should face and pursue the player, moving toward the player when farther than about 4 units, and periodically fire if the player is within about 18 units. Enemy attacks begin after roughly three seconds and reduce player health by 6 per attack, with an “INCOMING FIRE” notification. Each bot has 100 HP. The player’s centered hitscan shot ray should damage the first bot under the crosshair. The default weapon is PULSE, does 25 damage, and can fire every 0.22 seconds. On a hit, show “PULSE HIT”; killing a bot adds 100 score and shows “FRAG +100”. Do not remove killed bots permanently: reset the defeated bot to a random position in the arena with 100 HP. The HUD bot count remains the number of bots (four). Place three rotating, floating octahedron pickups with matching torus rings, each around y=1: a red pickup at (-12,9) that grants ROCKET and 70 damage with a 0.9-second fire cooldown; a gold pickup at (12,-9) that grants RAIL and 120 damage with a 0.65-second cooldown; and a cyan pickup at (0,12) that grants PULSE and 25 damage with a 0.22-second cooldown. Pickups bob slightly, rotate, disappear when collected, show “ROCKET ACQUIRED”, “RAIL ACQUIRED”, or “PULSE ACQUIRED”, and respawn after 9 seconds. All weapons use the same centered hitscan firing behavior; the weapon name and damage change with the pickup. Create a minimal fixed HUD over the 3D view. At the top left, put a translucent dark panel with a thin blue border and rounded corners containing the cyan title “PULSE ARENA” and the subtitle “FRAG / SURVIVE / ASCEND”. At the top right, show another matching panel with right-aligned status lines: green “HP 100” (updated as health changes), gold weapon name, “SCORE 0” (updated), and a muted “BOTS 4”. In the center, show the white glowing crosshair. At the bottom center, show the controls hint. On firing, briefly flash the screen with a faint warm yellow-white overlay. Show large centered glowing notification banners for hits, kills, pickups, jump pads, incoming fire, and game-over/reset messages. Health starts at 100. When health reaches zero, stop normal play, show “SYSTEM DOWN · R TO RESET”, and allow the R key to restart the round. Restarting resets the player to the starting position, health to 100, score to 0, round time to zero, game-over state off, and all four bots to their initial positions, with a “ROUND RESET” banner. Keep the visual presentation clean and sparse: dark navy background, blue fog, cyan emissive elements, orange/gold rings and pickups, red rocket pickup, blocky cover, translucent rounded HUD panels, and no extra menus or invented mechanics.