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Pulse Yard

  • 3d
  • first-person-shooter
  • arena
  • arcade
  • low-poly
  • sci-fi
  • wave-survival
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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. Stainless built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Yard yet. Play it, then tell Stainless what you would add next.

Make your own game

Pulse Yard was built by Stainless 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 Yard 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 Yard

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-playable 3D first-person arena shooter titled “Pulse Yard.” Use Three.js or an equivalent real-time 3D engine with a perspective FPS camera, a dark navy background and distance fog, soft shadows, and a colorful low-poly sci-fi/toon-shooter aesthetic. The player is an invisible first-person avatar starting near the south side of a large square arena, with the camera centered at eye level and a first-person blaster view model mounted at the lower-right of the camera. The arena floor is a broad dark blue square bounded by four low, dark blue perimeter walls. Add solid rectangular cover: a wide central block, long narrow blocks on the left and right lanes, and a rear block, plus several visual barrier props around the outer lanes. Keep the world sparse, geometric, and illuminated by cool cyan/blue directional and hemisphere lighting.

The core goal is to survive the continuously escalating enemy wave and earn score by shooting enemies. Spawn four floating/faceted red-pink arena drones around the outer part of the arena initially. Each drone is an approximate icosahedron, bobs slightly vertically, turns toward the player, and moves directly toward the player. Drones have 2 hit points initially, increasing by one every two waves, and move faster as waves rise. A pulse shot does one damage; when a drone is destroyed, award 100 points multiplied by the current streak multiplier. Display a brief center-bottom notification such as “TARGET DOWN · +100” or “STREAK x2 · +200.” Enemies have no health bar and there is no player health/lives system: when an enemy gets very close, it continuously reduces the score, never below zero. Maintain up to roughly four plus the current wave enemies, spawning replacements on a timer. Advance the wave every 22 seconds, show a “WAVE N” banner, and spawn two additional enemies at each wave transition.

Give the player a Pulse Blaster by default with unlimited energy/ammunition. Clicking and holding the mouse button or holding the on-screen FIRE button repeatedly fires small glowing cyan pulse bolts from the camera’s forward direction. Pulse bolts travel quickly, last briefly, and disappear at arena bounds or on impact. Use a short fire cooldown of about 0.16 seconds. Add a Rocket Launcher power weapon obtained by collecting orange glowing octahedral pickups scattered around the arena. A rocket pickup switches the loadout to Rocket Launcher and grants five rockets; rockets fire larger orange projectiles, have a cooldown of about 0.65 seconds, travel more slowly, and create a brief expanding orange explosion on impact or expiry that damages all enemies within a radius, with extra damage near the center. If out of rockets, automatically return to the Pulse Blaster. Also scatter cyan glowing octahedral pickups; collecting one returns to/keeps the Pulse Blaster and displays an “OVERCHARGE READY” notification, without inventing a finite ammo mechanic. Permit Q to select the rocket launcher when rockets exist and E to switch back to the pulse blaster.

Place four large circular jump pads: north at the center of the arena’s far side, south near the player side, west, and east. Each pad is a glowing low cylinder with a bright torus ring, colored cyan, pink, purple, or orange. Rotate the pads visually. When the grounded player walks onto one, automatically trigger a jump, limit activation with a short cooldown, and show “JUMP PAD.” Use FPS movement with WASD or arrow keys, mouse/standard FPS look, Space to jump, and Shift to sprint; the movement system must collide with the floor, perimeter walls, cover, and barrier props. The jump pads should visibly support vertical traversal but do not add extra abilities beyond the automatic jump.

Build a HUD over the canvas using translucent dark glass-like panels with thin cyan borders, rounded corners, subtle cyan glow, and compact sci-fi typography. In the upper-left show “PULSE YARD” in bright cyan and the subtitle “Jump pads · power weapons · survive the wave.” In the upper-right show SCORE with a large numeric score, the current WAVE number, and the streak status. Start at score 0, wave 1, and “STREAK x1.” Track a kill streak: kills within 4.5 seconds of the previous kill increase the streak; every two consecutive kills increase the multiplier, capped at x5. If the timer expires, reset the streak and multiplier. Show streak text like “STREAK x2 · 3” while active. In the lower-left show LOADOUT, the current weapon in yellow uppercase, and either an infinity symbol with “energy” for the Pulse Blaster or the remaining rocket count for the Rocket Launcher. Put a fixed white/cyan-glowing crosshair at the screen center. Put a large circular red translucent FIRE button with a red outline in the lower-right; it must support pointer/touch press-and-hold as well as mouse input. Show the compact help line “WASD / arrows move · Space jump · click or FIRE shoot · Shift sprint,” positioned at the top center on desktop and moved near the bottom on narrow mobile screens. Center-bottom notifications fade in briefly for weapon pickups, jump-pad activation, kills, and wave changes. Make the game fill the viewport, hide page overflow, support resizing, and be playable on desktop and touch/mobile layouts.

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