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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. junayedrafi41 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 junayedrafi41 what you would add next.
Pulse Arena was built by junayedrafi41 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 browser-based first-person 3D arena shooter titled “Pulse Arena.” Use Three.js or an equivalent real-time 3D engine with a dark navy background and fog, a 75-degree perspective camera, soft shadows, ACES-style cinematic tone mapping, and cyan-blue ambient/rim lighting. The player is an invisible first-person avatar starting near the center of a square enclosed arena at approximately (0, 1.2, 8), holding a futuristic sidearm visible at the lower-right of the camera: a small gray-blue rectangular gun body with a bright cyan glowing strip, plus a loaded low-poly rifle model if available. Keep a fixed cyan glowing crosshair at the exact center of the screen. Build the arena as a 30-by-30 dark blue-gray floor with four solid perimeter walls roughly 30 units wide, 4 units high, and enclosing the space at x/z ±14. Add four chunky blue-gray cover blocks inside: elongated blocks around (-6, 1.1, -5) and (6, 1.1, 5), and narrower perpendicular blocks around (-6, 1.1, 6) and (6, 1.1, -6). The scene should feel like a clean, sparse sci-fi combat test chamber: dark materials, cyan lighting, subdued shadows, and atmospheric fog rather than detailed textures. The core loop is first-person movement, aiming, and shooting targets. Support WASD and arrow keys for movement, mouse look with pointer lock, left-click to fire, and Space to jump. Movement speed is about 6.5, jump speed about 10, and gravity about -24. Use raycast shooting from the center reticle. Start with the SIDEARM, which has a 0.16-second firing cooldown and deals 1 damage. Do not add enemy attacks or player damage behavior: the code’s armor value is displayed but remains at 100. Populate the arena with simple hovering/standing target drones. Each drone is a pink-red glowing-edged sphere approximately 0.65 radius with a small orange-yellow glowing eye on its front. Name them target drones visually as compact spherical targets. Begin with four drones at approximately (-8,0), (8,0), (0,-7), and (0,5), each at y about 1.2. They gently oscillate around their home positions using sinusoidal motion and rotate. Each initial drone has 1 health. On a successful raycast hit, briefly scale it down by about 12 percent and show a temporary “HIT” toast; when its health reaches zero, hide it, award 100 points with the sidearm, and show “TARGET DOWN.” Implement timed enemy waves. Wave 1 starts with the four initial drones and a 30-second timer. Once all live drones are destroyed or the timer reaches zero, show a short three-second break and “WAVE CLEARED,” then increment the wave and spawn a new wave. Each later wave spawns min(8, 3 + wave) drones, cycling through these spawn points: (-8,0), (8,0), (0,-7), (0,5), (-10,-6), (10,6), (-6,10), (6,-10). Set later wave health to 2 starting at wave 3, and make drones grow slightly with wave, capped at roughly 1.35 times scale. Set each wave duration to 30 + min(20, wave*2) seconds. During live play display the current wave and remaining seconds; during the break display “NEXT WAVE Ns.” Add three collectible floating power pickups, each an emissive colored octahedral orb with a thin glowing ring, slowly rotating and bobbing. Place a red-orange ROCKET pickup at (-10,4), a violet RAIL pickup at (10,-4), and a cyan OVERCHARGE pickup at (0,0). When the player walks within about 2 units, hide the pickup, increment POWER CELLS, change the active weapon, and display “ROCKET ACQUIRED,” “RAIL ACQUIRED,” or “OVERCHARGE ACQUIRED.” ROCKET has a 0.55-second fire cooldown, deals 2 damage, and awards 200 points per kill. RAIL has a 0.22-second cooldown, deals 3 damage, and awards 250 points per kill. OVERCHARGE should be selectable as the active weapon when collected, but preserve the implemented behavior that any non-ROCKET/non-RAIL shot uses the basic 1-damage, 0.16-second sidearm-like behavior. Add three glowing jump pads at approximately (-9,-9), (9,9), and (-9,9). Each is a low circular dark base with an emissive colored torus and bright center: magenta, cyan, and yellow respectively. Rotate the pad groups slowly. If the player is within about 1.1 units horizontally and near the floor, continuously launch them upward by increasing y at roughly 9 units per second, in addition to normal movement/jump controls. Create a minimal fixed HUD over the canvas. At the top-left, use a translucent almost-black rounded panel with a thin cyan border, showing “PULSE ARENA” in bold spaced cyan uppercase letters and the current weapon below in bold yellow, initially “SIDEARM.” At the top-right, use a matching panel with right-aligned light text showing four lines: “WAVE 1 · 30s” (updating with wave and timer), “SCORE 0,” “ARMOR 100,” and “POWER CELLS 0.” Keep the score, armor, and power cell counts updating as gameplay changes. Put a glowing cyan plus-shaped crosshair in the center. Show temporary bold white status toasts around the upper-middle of the screen for events like “HIT,” “TARGET DOWN,” “WAVE CLEARED,” and weapon acquisition, fading after about one second. At the bottom center show the instruction line: “WASD / ARROWS MOVE · MOUSE LOOK · CLICK FIRE · SPACE JUMP · SURVIVE THE WAVES.” Make the UI responsive, with smaller panels and a slightly raised hint on narrow screens. Match the screenshot’s sparse composition: most of the screen is empty dark arena space, with the HUD and center reticle prominent.