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Arcade › Ruin Protocol
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anonymous11 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ruin Protocol yet. Play it, then tell Anonymous11 what you would add next.
Ruin Protocol was built by Anonymous11 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 Ruin 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 browser-based 3D top-down action game titled “Ruin Protocol.” Use Three.js or an equivalent real-time 3D engine with a dark, minimalist tactical presentation. The world is a square abandoned urban block viewed from a high, slightly angled perspective: a perspective camera looks down from behind/above the player and follows the player as they move. Use a 34×34 dark asphalt/green-gray ground plane with a faint square editor grid, a very dark blue-green background, atmospheric fog, soft shadows, and muted military colors with pale lime accents and red danger colors. Lighting should be subdued but readable, using cool ambient fill plus a stronger pale daylight key light. The playable character is a small stylized low-poly/blocky soldier named Rook, centered near the south edge of the map. Build the avatar from simple geometry: black/dark jacket torso, dark green pants and separate legs, black boots, a skin-colored shaved head with dark stubble, a small scar near the right eye, and a short dark weapon projecting forward. Movement is top-down eight-direction movement using WASD or arrow keys. The interface also advertises Space for a dash; support that as a brief movement burst if the engine’s standard top-down controls provide it. The player aims with the mouse/touch position on the ground and fires toward it by clicking or tapping. Projectiles are small glowing pale-lime spheres traveling quickly in a straight line across the ground plane. Populate the default block with simple destructible-looking/cover props arranged on the grid: a horizontal row of five gray concrete wall blocks around z=2 from x=-4 through 4, two brown crates around (-5,-2) and (-4,-2), another crate near (5,-3), and two red hostile target cylinders around (3,-4) and (-2,-5). Also place a suburban building asset at the southwest side near (-7,-5) and a closed dumpster near the northeast side around (6,4), with cast and receive shadows. These props are primarily environmental layout objects; preserve their visual cover/block placement, but do not invent extra object types or mechanics. Spawn four red-brown hostile raiders as rounded capsule-shaped enemies at approximately (-6,-5), (5,-6), (6,0), and (-5,5). They slowly home toward the player, moving at about 1.4 units per second, and stop when close. Each raider has 2 hit points, so it takes two projectile hits to kill one. When a raider is killed, remove it and add 100 points. When an enemy reaches the player, continuously reduce the score by 1 (never below zero) rather than using a visible health/lives system. The threat indicator reads LOW when there are two or fewer enemies and HIGH when more than two. There is no need to add a separate win screen or invented exit objective; the operation is an arcade survival/destruction session where the player shoots approaching raiders and earns score. Build a fixed HTML HUD over the canvas. At the top left show the uppercase spaced brand “RUIN PROTOCOL.” At the top right show bordered dark pills for “Threat LOW/HIGH” and “Score 0,” plus a bordered “MENU” button. Put a small pale-lime crosshair at the center of the screen. Use a near-black translucent visual language, thin muted green borders, rounded corners, compact uppercase bold buttons, and responsive mobile styling. Show a centered opening menu panel with the title “Ruin Protocol,” the description “A top-down browser destruction game. Push through an abandoned block, break hostile cover, and make it out alive.”, a full-width “START OPERATION” button, side-by-side “LEVEL EDITOR” and “CLEAR DRAFT” buttons, and the help text “WASD / arrows move. Click or tap to fire. Space dashes. The editor stores a local draft in this browser.” Starting an operation hides the menu, resets the player near (0,0,10), resets score to zero, and respawns the four raiders. The Menu button pauses/stops the operation and reopens the main menu. Use small bottom-center toast notifications such as “Operation started,” “Draft cleared,” and “Draft saved — start an operation.” Include a functional Level Editor accessible from the menu. It should pause gameplay and show a centered panel titled “Level Editor” explaining: “Place cover and targets on a 12×12 grid. Click a cell to add the selected item; click it again to remove it.” Provide an Object dropdown with exactly Concrete wall, Crate, and Target; a Brush Size range from 1 to 4, initially 1; and a list of placed objects showing each item’s number, type, and coordinates with a Remove button. Clicking the ground in editor mode rounds to grid coordinates and places a selected object; clicking an occupied cell removes it. Brush sizes place a square cluster centered on the clicked grid location, toggling occupied cells. Provide “SAVE DRAFT” and “BACK” buttons. Save the current object type/coordinates to browser local storage, load that draft on startup and for the next operation, and make “CLEAR DRAFT” erase storage and restore the default layout. Keep the overall game sparse, tactical, dark, and clean rather than adding extra weapons, pickups, enemies, health bars, narrative screens, or unshown mechanics.