Arcade › Pulse Pit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Suraj Pandit 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 Suraj Pandit what you would add next.
Pulse Pit was built by Suraj Pandit 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 first-person 3D arena shooter titled “Pulse Pit.” Use Three.js-style WebGL rendering with a dark navy background and fog, a perspective FPS camera, soft shadows, and a low-poly sci-fi/space-kit visual style. The player starts near the south side of a square enclosed arena at approximately (0, 1.2, 8), looking into the arena. Give the player FPS movement with WASD or arrow keys, mouse aiming, left click to fire, Space to jump, and Shift to sprint. Include pointer-lock behavior on click if supported. Build a square arena roughly 28 by 28 units with a dark blue-gray floor and four enclosing walls about 3 units high. Add a central low rectangular block, a tall-ish block on the left side, and another on the right side as cover. Put four bright magenta/pink jump pads, one near each corner; when the player steps close to one while grounded/low enough, launch the player upward and briefly show “JUMP PAD.” Add thin cyan energy strips along the middle of each arena edge. Place decorative low-poly sci-fi assets: two large turret props at about (-10, 0, -4) and (10, 0, 4), rotated toward the arena; barrels near (-5, 0, 7) and (5, 0, -7); a rifle pickup at the north side around (0, .35, -6); and a gun/blaster pickup around (0, .25, 6). The props should be colored in dark blue/gray materials with neon pink, cyan, and red accents, matching the visible chunky low-poly screenshot aesthetic. Spawn four hostile bots at the four inner side positions (-8,-4), (8,-4), (-8,4), and (8,4). Each bot is a simple hovering/standing low-poly red capsule-like body with a small glowing cyan eye. Bots continuously pursue the player when farther than 3 units, move at about 1.1 units per second, face the player, and occasionally damage the player by reducing score by 5 and displaying “HIT -5” near the upper center. Bots have 3 hit points. Aim with the center-screen raycast crosshair and shoot enemies with the equipped weapon: each hit adds 25 score, and killing a bot adds another 100 and displays “BOT FRAG +100”; hide dead bots. Do not add health, lives, rounds, or a win screen unless explicitly implemented—this game’s visible progression is score and surviving/defeating bots. Start with the BLASTER, which has infinite ammo and a firing cooldown around .28 seconds. The rifle pickup can be collected by pressing E near the rifle; it equips “RIFLE,” gives 8 ammo, and has a .12-second firing cooldown. Press R while using the rifle to refill it to 8 and display “RIFLE RELOADED.” Press E near the gun pickup to switch back to the infinite-ammo “BLASTER,” displaying “BLASTER READY.” Show “OUT OF AMMO” if attempting to fire an empty rifle. Weapon pickup checks may also be proximity-based during play, but preserve the E interaction as the primary visible control. Create a minimal fixed HUD over the 3D view: top-left translucent rounded card with cyan uppercase “PULSE PIT,” a large score number initially 0, and the label “score”; top-right matching card aligned right with the current weapon (“BLASTER” in warm yellow or “RIFLE”), a large ammo value (∞ for blaster or a numeric rifle count), and the label “weapon / ammo.” Put a glowing pale-cyan plus crosshair at the exact center. Temporary combat and pickup messages should appear centered around the upper fifth of the screen with strong white text and fade out quickly. Along the bottom center, show a dark translucent rounded help strip reading exactly: “WASD / arrows move · mouse aim · click fire · Space jump · Shift sprint”. Use a dark navy (#07111f-like) environment, cyan lighting and emissive accents, magenta pads, red enemies, subtle fog, and clean futuristic HUD typography. Camera framing should resemble the supplied screenshot: first-person view across a wide dark arena, with chunky cover and bright pink/cyan forms visible in the distance.