Arcade › Reload Protocol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Andrey Mozingo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Reload Protocol yet. Play it, then tell Andrey Mozingo what you would add next.
Reload Protocol was built by Andrey Mozingo 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 Reload Protocol 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 first-person 3D arena shooter called “Reload Protocol.” Use a dark futuristic low-poly/scifi presentation: nearly black navy sky/background with fog, a large dark blue-gray ground plane, cool blue-white directional and hemisphere lighting, soft shadows, and simple rectangular cover blocks arranged around an open arena. Include several waist-high cover structures across the arena and a perimeter ring of low blocks. The player starts near the back of the arena and views through a first-person camera, with a stylized rifle visible in the lower-right foreground. The weapon should look procedural/low-poly with a blue-gray rifle body and barrel, a gold magazine, a small cyan sight, and a brief glowing muzzle flash when firing; optionally load matching stylized rifle, shotgun, and SMG models if available. The core loop is to move around the arena, aim with the mouse/touch look, and shoot approaching enemy soldiers. Support WASD or arrow-key movement, mouse aiming, left click or Space to fire, R to reload, and touch/mobile FIRE and RELOAD buttons. Clicking/tapping the 3D view should request pointer lock for mouse aiming. Holding fire should repeatedly shoot subject to the selected weapon’s cooldown. Use a centered white crosshair with a blue glow. Spawn five animated soldier enemies at positions distributed around the arena; use animated humanoid soldier models with idle, walk, hit-reaction, punch, and death animations. Enemies continuously pursue the player at a slow pace, rotate toward the player, and when within close range attack about every 1.6 seconds for 3 damage. The player begins with 150 internal health, although the visible HUD displays HP 100 initially; reduce HP on enemy attacks, and when it reaches zero show a full-screen dark overlay with “MISSION FAILED,” the final score, and a RESTART button that reloads the game. Implement three selectable weapons through number keys 1/2/3 and an on-screen weapon bar: RIFLE, SHOTGUN, and SMG. The rifle starts selected with 12 rounds and 60 reserve ammunition, 1 damage per shot, and a 0.18-second fire cooldown. The shotgun has a 6-round magazine, 30 reserve, 3 damage, and a 0.62-second cooldown. The SMG has a 24-round magazine, 120 reserve, 1 damage, and a 0.09-second cooldown. Switching weapons updates the active button and equipped weapon visuals, with the current magazine/reserve values shown in the HUD. Each shot consumes one round, uses a center-screen raycast to damage the first enemy hit, briefly shows muzzle flash and recoil, and automatically starts reloading when the magazine becomes empty. R reloads manually when the magazine is not full and reserve ammunition remains; prevent firing while reloading. Give normal rifle/SMG reloads a visible roughly 850ms procedural animation in which the magazine moves and the weapon tilts, and make shotgun reload around 1050ms. Transfer ammunition from reserve into the magazine when reloading completes. Enemies have 3 health. A successful kill awards 100 points, plays a death animation, removes the body after a short delay, and respawns a new enemy at a random location in the arena, keeping the action endless. Build the HUD as clean dark translucent rounded panels with thin blue borders: top-left title “RELOAD PROTOCOL” and the text “WASD / arrows move · mouse aim · click fire”; top-right HP, AMMO in “current / reserve” form, and SCORE, with accent values in pale gold. Put the crosshair in the center. At the bottom show a hint reading “Press R to reload · Empty magazine triggers an automatic reload,” a weapon selector with “1 RIFLE,” “2 SHOTGUN,” and “3 SMG,” plus large right-side RELOAD and blue FIRE buttons. Make the layout responsive for mobile, with touch-friendly controls and the buttons repositioned appropriately on narrow screens.