Arcade › Pulse Pit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sanjay Yadav built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse Pit yet. Play it, then tell Sanjay Yadav what you would add next.
Pulse Pit was built by Sanjay Yadav 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 Pit 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 playable browser-based first-person arena shooter titled “Pulse Pit.” Use a Three.js-style 3D FPS presentation with mouse-look and pointer lock. The player is an invisible/camera-centered avatar starting near the south side of a compact square arena at approximately (0, 1, 12), with WASD movement, Space to jump, Shift to sprint, mouse look, and left click to fire. The camera should be a wide-perspective FPS camera (roughly 76° FOV), with a centered glowing pale-cyan crosshair. Build a dark sci-fi arena approximately 30 by 30 units, enclosed by four low, thick walls. Use a low-poly, stylized space-industrial look: a nearly black navy floor, cyan/blue illuminated wall and cover materials, hot-pink emissive accents, gold weapon pickups, and strong soft shadows. The world background should be very dark blue-black with atmospheric fog. Light the arena with cool sky/hemisphere light, a bright cool directional key light, a blue glow toward the rear/center, and a pink accent light on one side. Place simple rectangular cover throughout the arena: two centered blocks along the north/south lanes, two longer blocks on the left and right middle lanes, plus small raised platforms/blocks near opposite corners. Add a glowing pink center lane made from short rectangular segments. Put four circular hot-pink jump pads, one near each corner (around x/z ±10); they have a pink cylinder and a thin bright ring and automatically boost the player upward while the player is over them and close to the ground. Include visible sci-fi props around the perimeter: turret-like space-kit models at all four corners and barrel clusters near the north and south sides. Keep the geometry chunky and low-poly, matching the screenshot’s blocky blue cover and industrial barrels. Spawn five simple pink/red enemy bots at positions around the arena (roughly (-9,-3), (9,-3), (-9,4), (9,4), and (0,-10)). Each enemy can be represented by a dark crimson capsule-like body with a brighter pink spherical head. Enemies continuously turn toward and chase the player at about 1.2 units/sec with slight sinusoidal speed variation; they do not need visible attacks in this implementation. Each enemy starts with 3 hit points. When shot three times by the default weapon, hide it, award one frag, show a brief “FRAG +1” banner, then respawn that enemy after about 1.8 seconds at a random position in the arena’s outer/intermediate region with full health. Provide three weapon states. Start with BLASTER and 12 rounds. Press 1/2/3 to select BLASTER/ROCKET/RAIL. Clicking fires a glowing projectile along the camera’s forward direction, with a fire cooldown: blaster about 0.18 seconds, rocket about 0.75 seconds, and rail about 0.5 seconds. Blaster projectiles are small cyan spheres, rockets are larger orange spheres, and rail shots are small white spheres. Projectile lifetime is about 2.2 seconds. Blaster consumes ammo and cannot fire at zero; rocket and rail show unlimited ammo. Use damage values of 1 for blaster, 2 for rocket, and 3 for rail. A projectile hitting an enemy at close range reduces its HP and disappears. Add two floating gold weapon pickups: a “ROCKET” pickup near (-5,-4) and a “RAIL” pickup near (5,4). Each should be a simple rotating gold rectangular core with a glowing gold ring/halo, bob gently up and down, and be collected when the player comes within about 1.5 units. On pickup, switch to that weapon, hide/deactivate the pickup, and display a brief banner saying “ROCKET ACQUIRED” or “RAIL ACQUIRED.” Implement a fixed HUD over the 3D view. In the upper-left, show a translucent dark rounded panel with cyan border/glow and the text “PULSE PIT // ARENA 01,” a large “FRAGS 0” counter that updates with kills, and a gold weapon/ammo line initially reading “BLASTER · 12” (unlimited weapons should show an infinity symbol). In the upper-right, show the controls exactly as a compact help panel: “WASD move · mouse look”, “Space jump · click fire”, and “Shift sprint · grab gold weapons”. Put the luminous cyan/white crosshair at screen center. Show temporary dark-magenta translucent notification banners near the lower center for acquisitions and frag awards, fading after roughly one second. Use responsive full-screen rendering, preserve the dark navy/cyan/pink/gold neon palette, and keep the game an actual continuously playable FPS rather than a menu or slideshow. The visual target is the supplied screenshot: a dark upper field, blue rectangular arena cover, a centered crosshair, and chunky low-poly gold-and-blue industrial props/barrels in the foreground, with a clean arcade HUD.”