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Arcade › Ring Assault
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Saeb ????? built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ring Assault yet. Play it, then tell Saeb ????? what you would add next.
Ring Assault was built by Saeb ????? 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 Ring Assault 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 browser-based first-person 3D arena shooter titled “Ring Assault,” using a low-detail, early-2000s sci-fi military aesthetic reminiscent of Halo CE. Show the game from a first-person perspective with a perspective camera, a dark blue-gray sky/background, subtle blue-gray fog, and a large flat muted green-gray ground plane. Use simple, angular geometry and limited lighting: cool ambient/hemisphere light plus a warm directional sun that casts soft shadows. Scatter several low-poly rocky cover objects across the arena and place five tall Forerunner-like pillars around the map: each pillar is a faceted, hexagonal/cylindrical column with a wider cap ring at the top, in desaturated blue-gray material. The initial view should visibly include the sparse terrain, distant fog, and these simple structures when looking around. Attach a low-poly machine-gun/assault-rifle model in the lower-right foreground of the camera, angled like an FPS weapon, with a subtle vertical bob while the player moves/plays. Load a group of small animated alien/grunt-style enemies around the player: initially spawn seven enemies at random angles and distances between 25 and 60 world units from the player, on the ground, facing inward. Use a walk animation when available. Each alien has 2 health, moves directly toward the player at roughly 4.5–6 units per second, rotates to face the player, and attacks when within 2.5 units, with at most one attack every 900 ms. The attack should visibly flash the screen/background red briefly; there is no implemented numeric health or death screen, so do not add one. Maintain enemy pressure by spawning replacements: after kills, remove the dead enemy after a roughly 0.9-second death animation, and spawn another when the active population drops below six; also ensure enemies are replenished if the count drops below four. Implement FPS controls with pointer lock. The first click locks the mouse; once locked, WASD moves, the mouse aims/looks around, and Space jumps. Use a movement speed around 18, jump speed around 9, gravity around -22, and mouse look sensitivity around 0.0022. Start the camera at approximately (0, 1.7, 0). The left mouse button fires only while the pointer is locked. Firing is limited to one shot every 120 ms and consumes one round from a 60-round magazine. Shoot with a ray from the center of the camera/crosshair, considering intersections up to 55 units away; the first enemy hit loses one health, and an enemy dies when health reaches zero. Add a small orange muzzle-flash sphere on the weapon for about 60 ms with each shot. Press R to instantly refill the magazine to 60 when it is not already full. Do not add projectiles, reload animation, weapon switching, or other weapons. Overlay a minimal fixed HUD in bright green monochrome monospace text. Put a thin green plus-shaped crosshair exactly at screen center. At the bottom-left display “KILLS: 0 AMMO: 60,” updating kills for each defeated alien and ammo after every shot. At the top center display the instructions “CLICK TO LOCK MOUSE • WASD MOVE • SPACE JUMP • MOUSE TO AIM • CLICK TO SHOOT,” in small semi-transparent green text; fade this instruction overlay out over about 1.5 seconds after 12 seconds. Keep the presentation sparse, dark, and retro, with no menus or extra HUD meters.