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Pulse Breach

  • 3d
  • first-person-shooter
  • tactical
  • sci-fi
  • arena
  • 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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Pulse Breach was built 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 Breach 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 Breach

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 playable first-person 3D tactical shooter called “Pulse Breach.” Use a dark sci-fi simulation aesthetic: a nearly black/navy background and foggy enclosed arena, cool cyan/teal lighting, thin glowing cyan grid lines on the floor, subdued blue-gray metal walls and cover, and red hostile targets. The camera should be a first-person perspective with a small glowing cyan/white plus-shaped crosshair fixed at screen center and a visible futuristic rifle held at the lower-right of the view.

Start with a full-screen title overlay over the dim arena. Center a dark blue-black rectangular card with a thin teal border and subtle shadow. Show the small green label “ORIGINAL TACTICAL FPS,” the large light-cyan title “PULSE BREACH,” Korean briefing text explaining that the player must enter the tactical sector and subdue 3 enemies, and that blue barriers are cover and combat starts near the central terminal. Include a bright cyan button labeled “ENTER SECTOR.” Clicking it hides the overlay and enters the arena, requesting mouse pointer lock on desktop.

Build a square enclosed combat sector approximately 38 by 38 world units, bounded by four low dark-metal perimeter walls. The floor is dark desaturated blue-gray and has evenly spaced thin teal grid lines in both directions. Place simple metal cover blocks around the arena, including low rectangular cover near the center and taller narrow cover toward the left and right sides. Also load or create several industrial blue-gray barrier props distributed around the arena: around (-7,-7), (7,7), (-8,-1), (8,1), (0,8), and (0,-8) relative to the arena. At the exact center, place a glowing cyan/teal circular pulse terminal: a short flat cylinder with emissive turquoise material, surrounded by a thin luminous torus/ring on the floor. Slowly rotate the terminal and ring.

The player is an agent starting near the south side of the arena at world position approximately (0, 1.05, 14), using WASD movement, mouse look/aim, Shift sprint, and Space jump. Use gravity and first-person movement with a movement speed around 5.4 and jump speed around 7.5. Support touch play with a virtual left movement stick, screen-drag aiming, and a circular “FIRE” button at the lower-right; on desktop, left mouse fires when pointer lock is active.

Place exactly three hostile targets, visibly simple red/pink capsule-like humanoid forms with small pale glowing rectangular eyes. Start them at approximately (-9,-10), (9,-11), and (7,9). They should be named/represented as hostile targets and move toward the player when within 12 units, facing the player and slowly advancing until roughly 4 units away. They do not need visible weapons or attacks; the implemented enemy behavior is pursuit only. Each hostile has 2 hit points. Firing uses a center-screen raycast from the camera with a short 0.18-second shot cooldown. A hit decreases the target’s health and displays “HIT” in amber; a second hit hides/defeats it, increments the kill count, updates the hostile count, and displays “TARGET DOWN” in green. Missed shots display “MISS” in muted blue-gray. When all three are defeated, stop active gameplay and display “SECTOR CLEAR” in bright cyan. Allow pressing R after completion to reload/restart the game.

Add a fixed HUD over gameplay. At the upper-left show “PULSE BREACH” in spaced cyan lettering and beneath it “SECTOR 07 // LIVE FIRE SIMULATION” in smaller gray-blue text. At the upper-right show three dark translucent bordered pills: “ROUND 01,” green “ALLY 1,” and red “HOSTILE 3,” with the hostile number decrementing from 3 to 0. Keep the crosshair at screen center. Show short status messages around 62% down the screen, centered, with a brief fade. At bottom-left show a translucent dark help panel with a cyan left border and the exact control guidance: “WASD 이동 · 마우스 조준 · 클릭 사격 · Shift 질주 · Space 점프” and “모바일: 왼쪽 스틱 이동 · 화면 드래그 조준 · FIRE 버튼.” At bottom-right show a 76px circular translucent blue-gray FIRE button with a thin pale cyan border and bold “FIRE” text.

Use atmospheric lighting: a dark navy scene with fog beginning around 18 units and ending around 42, a cool pale-blue hemisphere light, a bright cool directional key light with soft shadows, and a weaker blue rim light. Use physically shaded rough dark metal for walls and cover, emissive cyan for the terminal, and emissive dark red/pink for hostiles. Keep the presentation clean, minimal, and UI-heavy, matching a polished tactical FPS simulation rather than a realistic military environment. The game should be immediately playable after entering the sector and should not invent extra weapons, ammo, health, rounds, allies, enemy attacks, pickups, or objectives beyond the single round and the three hostile targets described above.

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