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Shield Sentinel

  • 3d
  • action
  • chase
  • third-person
  • arcade
  • mobile
  • nighttime
  • urban
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. Nikita built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shield Sentinel yet. Play it, then tell Nikita what you would add next.

Make your own game

Shield Sentinel was built by Nikita 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 Shield Sentinel 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 Shield Sentinel

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 third-person 3D action chase game titled “Shield Sentinel // Winter Chase.” The player controls a stylized blue capsule-shaped sentinel running down a long, dark city street at night. Use a camera-following third-person perspective positioned behind and slightly above the player, with a perspective field of view around 60 degrees. The scene should feel like a midnight urban canyon: deep navy sky/background, exponential blue-black fog, tall blocky commercial skyscraper buildings lining both sides, sidewalks, a wet-looking dark asphalt road, repeated pale center lane markings, occasional parked cargo trucks, and simple streetlamps with warm orange glowing bulbs. Use cool blue moonlight and ambient lighting with small warm pools from the lamps, soft shadows, and a low-poly/clean game-asset visual style.

The player avatar is a compact rounded blue armored capsule/body standing on the road, with a small white five-point star emblem on its front. It carries a large circular shield beside its right side: a thick red outer disk with a pale gray/white inner ring and a dark blue central disk. Keep the geometry visibly simple and toy-like, matching the supplied screenshot. The player starts near the foreground around the center of the road and moves through the city toward negative Z, with standard third-person movement controls supplied by the engine; support the visible mobile/action controls and movement through the game’s third-person control system.

The objective is to catch the Winter Operative ahead on the same street. Represent the operative as a humanoid soldier character running away from the player, initially far down the road (about 92 world units away; the HUD initially displays an approximate target distance around 120m). The operative slowly moves toward the player each frame, but never comes closer than roughly 2 units unless caught. When the player gets within about 2.2 units, count the operative as caught, advance the level (capped at level 5), and respawn/reset the target farther ahead, about 18 units farther down the street. Display the current level and live target distance in the upper-right HUD. The mission text should say “Catch the Winter Operative” for levels below 5 and “Final encounter — survive” at level 5 or higher.

Place three hostile humanoid street criminals/soldiers along the road at approximately x=-2,z=-18; x=2,z=-42; and x=-2,z=-66. They run toward the player slowly, moving along the street. If a criminal comes within about 1.5 units, it drains player health continuously at about 8 points per second unless the player is dodging. Give each enemy 35 hit points. The player’s normal STRIKE attack within 3 units deals 20 damage; THROW SHIELD within 3 units deals 28 damage. When an enemy reaches zero HP, hide/remove it and add 100 score. Do not add ranged projectiles or extra enemy types.

Provide four large bottom action buttons matching the screenshot: “SPRINT,” “STRIKE,” “THROW SHIELD” on two lines, and “DODGE,” plus a red “RESTART” button. Buttons should be dark translucent navy with light blue borders, rounded corners, bold white text, and a pressed/scaled visual state; the restart button should be red. SPRINT toggles movement speed between about 4.8 and 8. STRIKE triggers a brief roughly 320ms melee attack state and rotates/spins the shield rapidly while active. THROW SHIELD also triggers the brief attack state and shield motion, with its stronger 28-damage hit. DODGE activates a roughly 450ms dodge window during which enemy contact does not drain health. RESTART reloads/resets the game.

Build a fixed full-screen HUD over the 3D view. At the upper left, show a rounded translucent near-black panel with a thin blue border and the title in spaced uppercase blue-white text: “SHIELD SENTINEL // WINTER CHASE,” then the mission line, then a horizontal health bar. The health bar should be full at start, with a dark red track and a left-to-right red/orange gradient fill; label it “HEALTH.” At the upper right, show another rounded translucent panel with large white text for “LEVEL 1” and “TARGET [distance]m,” updating live. Keep the game in a dark blue nighttime palette, with warm orange lamp accents and the red shield/restart accents. Health starts at 100; when it reaches zero, stop gameplay updates and leave the scene visible as a game-over state, with the health bar empty. Use responsive layout, safe-area spacing, and touch-friendly controls.”,

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