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Shadows of Luanda

  • 3d
  • tactical-shooter
  • top-down
  • stealth
  • squad
  • mobile
  • low-poly
0
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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. Barry Brown built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadows of Luanda yet. Play it, then tell Barry Brown what you would add next.

Make your own game

Shadows of Luanda was built by Barry Brown 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 Shadows of Luanda 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 Shadows of Luanda

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 3D tactical top-down shooter called “Shadows of Luanda.” Use an angled perspective camera that follows the player over a compact modern urban district, with the camera roughly 26 units above and 22 units behind the player, looking toward the player. Render a warm, dusty Angolan-inspired city palette: brown/tan ground, dark charcoal roads crossing horizontally and vertically through the map, muted sidewalks, long shadows, light fog, warm sunlight, and a subtle orange market light. Use low-poly Kenney-style assets: commercial city buildings around the perimeter, blocky animated character models, trucks and vans as cover, plus simple procedural market stalls, palms, concrete barriers, and objective props. The playable area is approximately an 86-by-86 ground block bounded around coordinates -38 to 38. Place six large buildings around the edges (roughly at (-24,-18), (-23,20), (23,-21), (25,18), (0,-30), and (1,30)); a cross-shaped road occupies the center, with tan sidewalks along its four sides and dashed pale road markings. Add five colorful market stalls with red, ochre, and blue canopies near the upper/central district, eight simple palms around the outer edges, three parked vehicle cover props, and four low concrete barriers with red painted stripes. Buildings, stalls, vehicles, barriers, and active relay props must block movement and line of sight; bullets should strike cover and create impact effects, and destructible vehicles/barriers should disappear after their hit points reach zero.

The player is a green-tinted blocky “Lead” task-force operator starting near the southwest at (-26,-26), with 100/100 HP. Spawn three permanent AI teammates close behind in formation: Specter, Breacher, 90 HP; Atlas, Marksman, 80 HP; and Ember, Medic, 75 HP. Each teammate follows the player by default, moves in formation, and automatically fires at nearby visible enemies; support a command toggle between FOLLOW and HOLD, where HOLD anchors each teammate at their current position. Teammates can be killed permanently and the HUD must show KIA; track squad survival as “Squad alive: N/3.” If the player dies, immediately show a mission-failed panel. Use animated idle, walk, sprint, shoot, and death actions on the blocky characters if available, with ally-colored rings under friendly units and red rings under enemies.

Place eight red-tinted cartel/Syndicate enemy patrols around the district, each with simple two-point patrol routes: around (-13,-3), (-9,11), (12,13), (19,20), (21,-18), (12,-13), (2,-5), and (24,2). Give them roughly 45–54 HP, patrol behavior, line-of-sight detection, and simple pursuit/shoot behavior. In stealth, enemies have a shorter sight radius (about 7.8); when alerted, they detect and engage at longer range (about 12.5–20), move toward visible allies, stop around 9 units away, and fire. Implement collision-aware line of sight around all active colliders. Mission alert should turn on when allies are hit, when the player fires loudly/non-stealthily, when an enemy fires, or when relay destruction triggers the district alert. Stealth initially starts ON: it slows player movement to 63% of normal and uses suppressed localized fire. Toggle stealth with C on desktop or a mobile button; turning it off immediately alerts the district.

The main objective is to destroy exactly three red glowing cartel relay nodes, each with a dark red cylindrical base, glowing red vertical core, and glowing ring. Place them at (-15,-5), (16,16), and (18,-20), each with 40 HP and collision. The player aims with the mouse cursor projected onto the ground and fires by holding the mouse button or Space/Enter; mobile users hold a large right-side FIRE button. Friendly bullets are pale blue, enemy bullets are salmon/red, with muzzle flashes, impact sparks, dust bursts, and simple synthesized gunfire/destruction sounds. In stealth, player shots deal 22 damage and travel at about 32 speed; otherwise they deal 16 damage at about 30 speed. Teammate shots deal 11 damage. Destroying a relay increments the objective count, causes an alert, alerts all surviving enemies, and creates dust/destruction effects. When all three are destroyed, change the objective to reaching extraction and reveal a blue glowing extraction ring at (28,27), radius about 3.4; before then it must be invisible. The player wins only by entering that ring alive, showing a “District Cleared” panel and a message noting whether any operators were lost.

Build a glassy dark HUD overlay matching a tactical mission interface. At top left show the title “SHADOWS OF LUANDA,” objective text initially “Destroy cartel relays 0/3.” and then the count, status text alternating among “Stealth push — suppressed fire,” “Weapons hot,” and “ALERTED — Syndicate active,” a story/mission beat, and controls hint. At top right show a “TASK FORCE” panel listing Lead and each teammate with current HP, and the squad-alive count. During the first several seconds show a centered dark red translucent “OPERATION BRIEF” banner reading: “Three relays keep the district locked down. Move slow, keep your squad alive, then break for extraction.” Along the bottom provide a translucent circular virtual joystick on the left and stacked buttons on the right labeled “Squad: FOLLOW”/“Squad: HOLD,” “Stealth: ON”/“Stealth: OFF,” and “FIRE”/“FIRE: HOLDING.” Support desktop WASD or arrow-key movement, mouse aim, held mouse/Space/Enter fire, Q for squad follow/hold, and C for stealth; support touch joystick movement and pointer-held fire/control buttons on mobile. Use responsive layout, shadowed low-poly 3D visuals, fog, warm lighting, and visible muzzle flashes, impacts, and destruction feedback. Expose a simple getGameState/setGameState interface for player, mission, squad, and enemy state if implementing a debug/state API, but do not show debug overlays.

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