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Arcade › Sector Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sector Clash yet. Play it, then tell Ömer Cihangir Acar what you would add next.
Sector Clash was built by Ömer Cihangir Acar 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 Sector Clash 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-playable 3D third-person arena shooter titled “SECTOR CLASH,” with a dark futuristic sci-fi visual style. Use a perspective camera following the player from behind at roughly 9 units away, with soft shadows, blue ambient lighting, cyan rim light, a red accent light, fog, and a nearly black navy background. Build a square 72-by-72 arena: a dark blue-gray ground plane with a visible blue grid, bounded gameplay space, and eight chunky metallic cover pillars arranged around the perimeter at the four corners and the midpoint of each side. Add four decorative sci-fi double turrets positioned at the north, south, east, and west edges. The arena should feel like a tactical terminal-defense space, but the actual gameplay is a timed survival shooter. The player is a stylized blocky humanoid character with a cyan/blue appearance, standing initially near the south side of the arena at coordinates equivalent to (0, 0, 10). Attach a visible sci-fi blaster in the player’s right-hand area. Support third-person movement using WASD or a joystick, with the player able to move within the square arena bounds (approximately -32 to 32 on X and Z); use the existing third-person controller feel, including its jump/gravity behavior if supported by the controller. Aim/shoot at the nearest enemy rather than requiring a manual reticle: pressing Space or the on-screen “ATEŞ” button fires a glowing projectile toward the closest enemy. Projectiles travel quickly, expire after about 1.8 seconds, and use the active weapon’s color and damage. At the beginning of each round, spawn four enemies around a radius of about 25 units at random angles. Continue spawning enemies during play, initially about every 1.35 seconds and never slower than 0.5 seconds as the timer progresses. Enemies are pink/red glowing stylized humanoid figures when the character asset is available, with a fallback faceted pink object if needed. They approach the player, face the player, and damage the player continuously when within approximately 1.25 units. Each enemy has 1 hit point; when destroyed it disappears and awards 10 points. Enemy movement speed starts around 1.05 and increases gradually as the round progresses, up to roughly 2.85. Make the round last 60 seconds, with 100 starting health. The round ends when the timer reaches zero or health reaches zero. Show an end overlay with the heading “ARENA TAMAMLANDI,” the final score, and the current weapon, plus a “TEKRAR OYNA” button that resets the round. The initial overlay should be a centered rounded dark translucent panel with a thin blue-gray border, large cyan “SECTOR CLASH” title, Turkish explanatory text: “Özgün bir taktik arena prototipi — terminali savun, yaklaşan dronları indir ve 60 saniye dayan.” and a pink gradient button labeled “ARENA’YA GİR.” Implement nine selectable weapons, chosen with keyboard number keys 1 through 9. Each weapon should update the HUD and have distinct projectile color, fire cooldown, and damage: 1 PULSE (damage 1, cooldown .38, cyan), 2 RAPID (1, .16, yellow), 3 LONGSHOT (2, .72, pink/purple), 4 BURST (1, .28, green), 5 SCATTER (2, .9, orange), 6 ARC (3, 1.1, lavender), 7 FROST (1, .42, pale cyan), 8 EMBER (2, .55, red-orange), and 9 NOVA (4, 1.35, white). Give each a corresponding sci-fi blaster model or a clear visual weapon variation; weapon switching should replace the held weapon and immediately update the HUD. Shooting must respect the active weapon cooldown. Use a fixed HUD overlay with a compact top bar. On the upper left show cyan, letter-spaced “SECTOR CLASH.” Across the top show rounded dark pills with the labels “SİLAH” and the current weapon, “SKOR” and score, “KALAN” and remaining seconds, and “CAN” and health. Use yellow/gold for weapon, score, and time values, and pink/red for health. Place a large pink gradient “ATEŞ” button at the lower right for touch play. At the bottom center show the hint “WASD / joystick · 1-9 silah seç · Ateş ile en yakın düşmanı vur.” Make the interface responsive: on small screens reduce panel/title sizing and allow the hint to wrap. Use Turkish UI text, dark translucent panels, rounded corners, cyan and magenta neon accents, and subtle glow/shadow styling throughout.