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Pulse Pit

  • 3d
  • first-person
  • arena-shooter
  • sci-fi
  • neon
  • low-poly
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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. Deepak Gangolia built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Pit yet. Play it, then tell Deepak Gangolia what you would add next.

Make your own game

Pulse Pit was built by Deepak Gangolia 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.

Read the build brief for Pulse Pit

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 arena shooter called "Pulse Pit". Use a dark futuristic square arena viewed through an FPS camera with mouse look, centered glowing cyan crosshair, and a player starting near the south side of the arena. The player can move with WASD or arrow keys, jump with Space, aim with the mouse, fire with left mouse click or F, and begin from an overlay by clicking an "ENTER ARENA" button (also allow Enter to start). Capture the mouse pointer when the game begins.

Build a 26-by-26 dark navy arena floor with four low boundary walls around it. Give the walls a blue metallic material with subtle cyan emissive trim. Add three thin glowing cyan energy rails running lengthwise across the floor. Place four 2-by-2-by-2 dark-blue cover blocks near the corners/interior at approximately (-9,-8), (9,-8), (-9,8), and (9,8). Add four glowing cyan square jump pads with circular torus rings at approximately (-8,-5), (8,-5), (-8,5), and (8,5). When the player steps onto a pad while near the ground, launch them upward with a strong vertical boost; the visible implementation should feel like a quick chained arena jump rather than a teleport.

Populate the arena with six hovering hostile drones arranged in two rows toward the north end. Each drone is a small metallic gray faceted/icosahedron-like body with a single small glowing red eye facing the player. Make them gently bob vertically, drift side-to-side, and continually turn to face the player. They are shooting targets, but they do not need to attack the player: raycast shots from the center reticle should damage the drone hit by the aim ray. Each drone starts with 100 health. A normal SIDEARM shot deals 18 damage; every hit adds 10 score, and destroying a drone adds an additional 100 score, then respawn that drone at a random position toward the north side with full health. Show a brief white screen flash whenever the player fires.

Place two collectible power weapons on the arena centerline: a gold/orange glowing "RAIL CANNON" around (-8,0) and a second "PLASMA CORE" around (8,0). Represent them with sci-fi rifle/blaster-style 3D models or close low-poly equivalents. They should float and rotate slowly. When the player comes within roughly 1.5 units, hide the weapon, switch the equipped weapon, and award 250 score. The Rail Cannon deals 55 damage and displays "1 / 1 · HEAVY"; the Plasma Core deals 30 damage and displays "∞ PLASMA". The default Sidearm deals 18 damage and displays "∞ ENERGY". There is no reload system or limited ammunition beyond these HUD labels.

Add four large industrial barrel/machine props near the arena corners. Use a very dark blue/black background and fog fading into the distance. Light the scene with cool blue/cyan hemisphere and directional lighting plus contrasting cyan and orange point lights, with emissive neon materials and soft shadows. Keep the overall style as a clean low-poly sci-fi neon arena: dark navy geometry, cyan energy elements, warm gold weapon pickups, and red drone eyes.

Overlay HUD elements in HTML/CSS: upper-left cyan uppercase "PULSE PIT" branding and the instruction text "WASD / arrows to move · mouse to aim · SPACE jump"; upper-right "SCORE" and a four-digit zero-padded score beginning at 0000; a small cyan-white crosshair at screen center; lower-right current weapon name in bold gold and its ammo/energy line; and a bottom-center hint reading "Click the arena to capture aim · collect gold weapons · hit pads for a launch". Include a full-screen start card with the title, the subtitle "A first-person arena slice. Chain jump pads, grab power weapons, and clear the drones.", and the ENTER ARENA button. Use a dark translucent radial-gradient start overlay, cyan title, blue-purple gradient button, and subtle sci-fi glow. Make the HUD non-blocking during play except for the start button, and include a responsive mobile hint if desired, but preserve the desktop controls and first-person arena behavior exactly.

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