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Pulse Arena

  • 3d
  • first-person-shooter
  • arena
  • sci-fi
  • neon
  • arcade
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. David Jr Doerflinger 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 David Jr Doerflinger what you would add next.

Make your own game

Pulse Arena was built by David Jr Doerflinger 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 a Three.js-style WebGL scene with a fixed FPS camera and responsive desktop/mobile controls. The world is a dark sci-fi training arena: nearly black navy background with fog, a large dark blue-gray square floor about 26 by 26 units, four thick glowing blue perimeter walls, several chunky blue-gray rectangular cover blocks, raised platform props, wall panels, and barrel props. Use cool cyan/blue lighting and emissive accents, with a warm orange light and gold/orange trim for contrast. Keep the visual style low-poly, clean, neon-lit, and game-like rather than realistic. The camera starts near the arena entrance at approximately (0, 1.2, 8), looking toward the center; use a wide first-person perspective and a small glowing cyan crosshair centered on screen.

The player moves around the enclosed arena with FPS controls: WASD movement, mouse/pointer-lock look after clicking, and Space to jump. On touch devices, show two large translucent circular controls at the lower right: a cyan outlined button with an up arrow for jump and a pink/red outlined button with a dot for firing. Include four glowing cyan jump pads on the floor at roughly (-8,-8), (8,-6), (-8,7), and (8,8); each is a thin bright cyan square with a luminous ring. When the player stands on one, launch them upward to about y=4.8, prevent immediate relaunch briefly, and show a temporary “JUMP PAD” banner.

Place four animated target dummies around the arena at positions approximately (0,0,-7), (-7,0,-2), (7,0,5), and (0,0,5). Each target is a magenta/red capsule-shaped body with a small glowing cyan/white eye on its front. Targets continuously drift in small horizontal sine/cosine paths and turn to face the player. They each begin with 100 HP. Aim with the centered crosshair and fire with left mouse click or the mobile fire button; each shot raycasts from the camera toward the crosshair. Show a small bright projectile/ muzzle flash sphere traveling forward briefly. A target hit loses weapon damage; when its HP reaches zero it becomes invisible, awards 100 points, shows a temporary “+100 TARGET DOWN” banner, and respawns visibly with full HP after about 1.8 seconds. Do not invent enemy attacks: the visible health display exists but targets do not damage the player in the implemented mechanics.

Support three weapons. Start equipped with an infinite-ammo SIDEARM, firing every 0.28 seconds for 20 damage, with a pale cyan/white color. Add a floating glowing pickup at about (-6,0.8,0) for a PLASMA weapon: cyan pickup disc/ring and a blaster model, 0.16-second fire rate, 28 damage, 80 rounds. Add a floating gold/orange pickup at about (6,0.8,-4) for a RAIL weapon with a blaster model, 0.65-second fire rate, 85 damage, and 20 rounds. Pickups bob vertically and automatically equip when the player comes within about 1.4 units, hiding after collection and displaying “PLASMA ACQUIRED” or “RAIL ACQUIRED.” Also allow keyboard switching: 1 for SIDEARM, 2 for PLASMA, and 3 for RAIL. Display the currently equipped weapon and ammo as “WEAPON · AMMO” at the bottom center, using an infinity symbol for the sidearm.

Create a minimal HUD overlay that exactly communicates the game state: top-left title “PULSE ARENA” in bold uppercase light cyan; top-right “SCORE 0” and “HEALTH 100” in bold uppercase white/cyan text; a small luminous four-direction crosshair at screen center; bottom-center weapon/ammo readout in pale gold; and a centered upper banner area for short notifications such as weapon acquisition, jump-pad activation, and target defeat. Use a dark navy page background, subtle text shadows, responsive scaling, and preserve the full-screen canvas. On desktop show a small bottom hint such as “Click to lock aim · WASD move · Space jump · Left click fire · 1 / 2 switch weapon”; hide that hint on coarse/touch pointers. Include no menus, levels, or unrelated mechanics: the core loop is navigating the enclosed neon arena, using jump pads and cover, collecting the two weapon pickups, and shooting moving capsule targets for score.

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