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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. AVERY LUCKENBILL 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 AVERY LUCKENBILL what you would add next.
Pulse Arena was built by AVERY LUCKENBILL 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” using a dark, low-poly sci-fi arena. Use a Three.js-style perspective FPS camera with mouse look, centered crosshair, shadows, fog, and a nearly black navy background. The player starts near the south side of the arena at approximately (0, 0.2, 9), moves with WASD, looks with the mouse, jumps with Space, and can sprint with Shift. Also provide a large FIRE button at the lower right for pointer/touch play, plus a RESPawn button centered along the bottom. Clicking the canvas or pressing FIRE shoots toward the crosshair. Build a square arena floor about 28 by 28 units, enclosed by four dark blue walls about 3.5 units tall. Place a large central rectangular pillar (roughly 2.2 x 3.2 x 2.2) and four smaller rectangular cover blocks: west at (-7,-2), east at (7,2), north at (-3,-7), and south at (3,7). Add a few dark sci-fi industrial props/barrels around the arena and elevated-looking platforms near the four corners. The floor should be deep blue-gray with a slightly metallic material; walls and cover should be dark blue, with strong cyan and magenta lighting accents. Use atmospheric fog fading into the dark background, cool hemisphere/directional lighting, a blue rim light, and a hot pink/red point light. Place four glowing cyan circular jump pads at the corners (-9,-9), (9,9), (-9,9), and (9,-9). When the player stands on one while near the ground, launch them upward to about y=2.5, with a short cooldown; show a brief “JUMP PAD” message. In the middle/south area at (0, 1.4, 4), place a floating, slowly rotating golden-yellow octahedron power-up that gently bobs vertically. Walking within about 1.5 units collects it, hides it, changes the weapon to RAILGUN, and displays “POWER WEAPON ACQUIRED · PRESS 2”. Respawn resets the player to the start, restores the floating pickup, switches back to BLASTER, and displays “RESPAWNED · BLASTER READY”. Number key 1 equips the blaster; number key 2 equips the railgun only after the pickup has been collected. Spawn six simple red/magenta block enemies around the arena at positions such as (0,-8), (-8,0), (8,0), (0,8), (-6,6), and (6,-6). Each enemy is a small upright red rectangular body about 0.9 wide, 1.4 high, and 0.7 deep, with a thin glowing cyan horizontal eye panel on its front. Enemies face the player and continuously move toward them when farther than 2.6 units, with speed starting around 1.1 and gradually increasing slightly over time. They do not need visible projectile geometry: periodically, when within 12 units, an enemy attack reduces the player’s score by 10, never below zero. Enemies have 3 health. The blaster fires a rapid hitscan ray from the camera center, has about 0.18 seconds cooldown, deals 1 damage, and awards 100 points on a kill. The railgun has about 0.42 seconds cooldown, deals 2 damage, and awards 250 points on a kill. Show a short pale yellow beam/tracer from the camera to the hit point, disappearing quickly. On a kill, hide the enemy, show “TARGET DOWN +100” or “RAIL KILL +250”, then respawn that enemy after about 1.8 seconds at a random point 8–12 units from the center with full health. Keep the HUD fixed over the game. At the top left, show a dark translucent rounded panel with cyan border/glow reading “PULSE ARENA” and the current weapon (“BLASTER” or “RAILGUN”). At the top right, show “SCORE” and “KILLS” counters. In the exact center, show a small cyan-white plus-shaped crosshair with glow. Put transient rounded notification text near the bottom center. Put a dark red circular FIRE button in the lower-right corner and a cyan-bordered RESPawn button at the bottom center. On desktop, show the small help line at bottom left: “WASD move · mouse look · click fire · Space jump · 1/2 weapons · Shift sprint”; hide that help line on coarse/touch pointers. Use a restrained neon sci-fi palette: black/navy environment, deep blue floor and walls, cyan jump pads and enemy eyes, hot red/magenta enemy bodies and fire control, and a bright gold pickup. The visual presentation should match the supplied screenshot: close first-person view across a dim blue arena, with large dark cover silhouettes and strongly colored glowing geometric objects, rather than a bright or realistic environment.