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Pulse Arena

  • 3d
  • first-person-shooter
  • arena
  • neon
  • arcade
  • sci-fi
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. RAY PRICE built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Arena yet. Play it, then tell RAY PRICE what you would add next.

Make your own game

Pulse Arena was built by RAY PRICE 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.

Read the build brief for Pulse Arena

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 a browser-based first-person 3D arena shooter titled “Pulse Arena” using Three.js. Use a dark futuristic neon aesthetic and a first-person camera with a circular crosshair centered on screen. The scene should have a large rectangular enclosed arena: a dark blue-gray floor approximately 28 units wide by 22 units deep, four thick blue structural walls around it, and four chunky square pillars positioned near the interior corners (around x ±10, z ±6). Add dark fog and a nearly black navy background, with cool cyan overhead/fill lighting and a subtle magenta/red rim light. Enable shadows and a slightly metallic, rough sci-fi material style.

Place glowing cyan arena markings at floor level in the center: three horizontal cyan rails/segments across the middle and short perpendicular cyan segments, forming a simple luminous cross/grid. Put four purple neon jump pads near the corners at approximately (-8,-6), (8,6), (-8,6), and (8,-6); each is a low square purple platform with a bright cyan circular ring on top. When the player walks over a pad while near the floor, launch/set the player upward to a visibly elevated jump height and briefly show a “JUMP PAD” banner. Include sci-fi barrel/machine props along the left and right side areas if available, matching the industrial arena dressing.

The player starts in first person near the south end of the arena at (0,1.4,7). Provide FPS movement with WASD or arrow keys, mouse look, Space to jump, and Shift to sprint. Also support a large touch/click FIRE button at the lower-right for mobile, in addition to left mouse click. The player has 100 HP, and enemies damage the player continuously on close contact. On reaching zero HP, immediately respawn the player at the starting point, restore HP to 100, subtract 50 score (not below zero), and show “RESPAWN -50”. Keep the arena bounded by the walls and solid pillars.

Spawn five hovering faceted crimson/magenta drone enemies, visually as red-pink icosahedron-like low-poly spheres about 0.6 radius, at (-8,-3), (8,-3), (-8,3), (8,3), and (0,-7), with their vertical position gently bobbing. They should face/look toward the player and deal contact damage within roughly 2.2 units. Each drone starts with 3 HP. Shooting a drone with the centered hitscan ray reduces its HP by 1 with the RAILGUN or by 3 with the ROCKET weapon. On destruction, award 100 points, briefly flash the enemy, show “+100”, then reset/reposition that same drone to a random location in the central arena and restore its 3 HP. A successful nonlethal hit should show “HIT”.

Implement two floating pickup items along the center line: a gold/orange glowing octahedral core with a cyan/gold ring at (0,-4), and a pink glowing octahedral core with a ring at (0,4). They slowly rotate and float. Collecting the gold pickup equips RAILGUN and gives 8 rounds; collecting the pink pickup equips ROCKET and gives 5 rounds. Show “RAILGUN” or “ROCKETS” on collection. Hide a collected pickup for five seconds, then respawn it. The initial weapon is RAILGUN with 8 ammo. The railgun has a 260 ms firing cooldown; the rocket has a 520 ms cooldown. Firing consumes one round and does nothing if ammo is empty. Draw a very brief straight glowing cyan rail beam for the railgun or pink beam for the rocket from the camera forward, while still using a centered raycast against enemies. Holding the mouse or FIRE button should repeatedly fire at the weapon cooldown.

Create a fixed HUD over the rendered scene: upper-left title “PULSE ARENA” in cyan and a status line such as “HP 100 · SCORE 0 · RAILGUN 8” (updating HP, score, weapon, and ammo); a white circular crosshair with horizontal and vertical bars at exact center; a large circular red/maroon FIRE button in the lower-right; a small bottom hint reading “WASD / arrows move · mouse look · click or FIRE to shoot · Space jumps · Shift sprint”; and temporary large gold messages near the upper center for HIT, +100, JUMP PAD, RESPAWN -50, ROCKETS, and RAILGUN. Keep the game real-time, playable, and responsive on desktop and mobile, with a dark navy page background and no menus or loading screen.

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